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DM-Tareth's Modified Kingmaker Campaign

Game Master Tareth


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Looking for those who would be interested in a Kingmaker campaign, however, this will be highly modified from the AP material. While the basic premise is the same, many, encounters and the overall story line will vary a little (or a lot depending on what happens) from what is presented in the Adventure Path. Kingdom building and running rules will remain the same as those presented in the AP.

Character Guidelines

  • Party of five or six characters
  • Core races ONLY
  • Pathfinder Core Book and Advanced Players Guide ONLY
  • 25 point build (No stat below 8)
  • No evil characters
  • 2 Traits (Traits from Kingmaker Players Guide and/or APG are accepted)
  • 1st Level with maximum starting gold and HP
  • Ability to post at least once per day
  • RP will be encouraged and rewarded

Party will be selected based on character background and ability to work well together.

Although I’ve been GMing for over 20 years (mostly home brew campaigns), I’m new to the PbP games. Any ideas for maps or other useful tool suggestions will be welcome.

Depending on interest, I'll likely close recruitment by Friday, December 30th and plan to get things rolling on January 2nd or 3rd.


This is my sorc, verdant, could also be worked into fey bloodline. Worked in one KM campaign that died when the GM didn't have enough time.

Merry christmas!


Ooh! Kingmaker! Gotta try and get on in this.

Here's my summoner.

Summoner:

NATHANIEL HYLTER CR 1/2
Male Human Summoner 1
CG Medium Humanoid (Human)
Init +3; Senses Perception +0
--------------------
DEFENSE
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 9 (1d8+1)
Fort +2, Ref +3, Will +2
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +0 (1d4/19-20/x2) and
Unarmed Strike +0 (1d3/20/x2)
Ranged Crossbow, Light +1 (1d8/19-20/x2)
Spell-Like Abilities Summon Monster I (7/day)
Summoner Spells Known (CL 1, +0 melee touch, +3 ranged touch):
1 (2/day) Mage Armor (DC 16), Shield (DC 15)
0 (at will) Acid Splash, Resistance (DC 14), Light, Detect Magic
--------------------
STATISTICS
--------------------
Str 10, Dex 16, Con 12, Int 12, Wis 11, Cha 18
Base Atk +0; CMB +0; CMD 13
Feats Augment Summoning, Spell Focus: Conjuration
Traits World Traveler: Diplomacy, Rostlander
Skills Acrobatics +2, Climb -1, Diplomacy +9, Escape Artist +2, Fly +2, Knowledge (Planes) +5, Ride +6, Spellcraft +5, Stealth +2, Swim -1, Use Magic Device +8
Languages Common, Draconic
SQ Eidolon Link (Ex), Life Link (Su), Share Spells with Eidolon (Ex)
Combat Gear Bolts, Crossbow (10), Crossbow, Light, Dagger, Studded Leather; Other Gear Rations, trail (per day) (5)
--------------------
SPECIAL ABILITIES
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Eidolon Link (Ex) You have a link with your Eidolon, but share magic item slots.
Life Link (Su) Sacrifice HP to prevent that much damage to your Eidolon.
Share Spells with Eidolon (Ex) Personal spells can be cast on your Eidolon instead.
Spell Focus: Conjuration Spells from one school of magic have +1 to their save DC.
Summon Monster I (7/day) (Sp) Use summon monster spells as spell-like abilities, with durations measured in minutes instead of rounds.

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.

And the Eidolon

Eidolon:

HYNAR CR 1
Male Quadruped
CG Medium Outsider
Init +2; Senses Darkvision (60 feet); Perception +4
--------------------
DEFENSE
--------------------
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 14 (+4)
Fort +3, Ref +4, Will +0
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee Bite (Bite) +3 (1d6+2/20/x2) and
Claw x2 (Claws) +3 x2 (1d6+2/20/x2) and
Unarmed Strike +3 (1d3+2/20/x2)
--------------------
STATISTICS
--------------------
Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +3; CMD 15 (19 vs. Trip)
Feats Toughness +3
Skills Fly +3, Perception +4, Sense Motive +4, Stealth +6
Languages Common
Other Gear Bedroll, Saddlebags (empty), Tent, Medium
--------------------
SPECIAL ABILITIES
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).

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.

Working on background now! Let me know if anything is out of place.


Interested... I've heard a lot about kingmaker but haven't had a chance to play it yet. I'm reading up on the player's guide, I'll submit something by the deadline once I know a bit more about the campaign.


Very interested in this, i have heard of Kingmaker a number of times but have yet to play a game, I believe I will roll up a human Barbarian. I should have it posted within the day.


Pathfinder Adventure Path Subscriber

HA! I knew you couldn't resist...

As for maps, the quickest and easiest is to
First; create something in a spreadsheet (Excel works very well for this).
Second; (Cont-PrtScn) to capture the image.
Third; Open Paint and (Shift-Insert) to dump the image in there.
Fourth; Save the file where you like.
Fifth; upload the image to an online photo album site (I use PhotoBucket).
Sixth; use the url hyperlink to point to your map on the photo album site.

Works pretty good. >CLICK HERE< is one recent example.


I'm interested. Think I might throw together either a rogue or a cleric.


I would be very interested myself, would like to make a witch but honestly be happy with something else if that is what the party needed.

Is there something your looking for when it comes to background? Say a certain length?


Here is my idea, very rough draft, I am going to make the back ground a little neater and perhaps a bit more in depth in parts, still needs gear, and feats

Icar:
CN, Bbn lvl 1
Human, Male, Worships Gorum

Str (15+2)17 (7)
Dex 14 (5)
Con 14 (5)
Int 14 (5)
Wis 12 (2)
Cha 11 (1)
Total (25)

HP 14, Speed 40ft, Initiative +4 (2Dex+2Trait)

AC Touch 12 Flat-Footed

Fort +4 (2+2Con) Refl +2Dex Will +1Wis

BAB +4 (1+3Str) CMB +4 CMD +6 (1+3Str+2Dex)

Weapon

Skills 7 (4+2Int+1Human+1Favored Class Bbn)
Acrobatics
Appraise
Bluff +1Trait
Climb 7 (2Dex+1Skill+3Class)
Craft
Diplomacy +1Trait
Disguise
Escape Artist
Heal
Intimidate 2 (1Cha+1Skill)+1Trait
Knowledge(Local:Stolen Land) 3 (2Int+1Skill)
Knowledge(Nature) 6 (2Int+1Skill+3Class)
Perception 6 (2Wis+1Skill+3Class)
Perform
Ride
Sense Motive 3 (2Wis+1Skill)+1Trait
Stealth 3 (2Dex+1Skill)
Survival 5 (1Wis+1Skill+3Class)
Swim

Languages
Common, Varisian, Sylvan

Feats

Special Abilities
Fast movement, Rage

Traits
Reactionary: You gain a +2 trait bonus on Initiative checks.

Brigand: You begin the campaign with an extra 100 gp in ill-gotten gains. You also gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and their ilk.

Gear
280gp

Weight
86lbs-173lbs-260lbs

Background:
Icar was found in Iobaria by a caravan when he was just a babe. On a field of battle where a small village had been burnt down, Icar was held in the arms of one of the dead combatants, a woman wearing chainmail. One of the mercinaries who guarded the caravan took pitty on the crying babe and took him with them as they traveled west into Brevoy, leaving Icar in New Stetven with a butcher and his wife as the Caravan passed through.

As Icar grew up the butcher, who was a cruel man, put the boy to work in his shop, cutting meat and slaughtering animals. By the time Icar had turned 16 he had had enough of the butchers beatings and crulety, and in a fit of rage killed him with one of his own knives, taking all of the mans prized butcher knives and fleeing into the Stolen Land to escape retribution.

There he met up with a group of bandits and highway men who would charge tolls on people passing through the areas that they camped. Joining with them he used the knives as his weapons, learning to wield them as others would use swords, he grew older in the Stolen lands but by the time he turned 22 he became tired of the life of crime and returned to Brevoy, settling in Restov. He began to work for a Butcher there as a helper until he turned 25 at which point the call for volunteers to settle the Stolen Land was sent out, given his knowledge of the lands he felt that he could be of use to an adventuring party heading that direction.


Camris: Ha! You know I couldn't hold out...and thanks for the map idea, I'll check into it.

Jezai: For the backgrounds, I'm not really looking for a specific length, just something creative and thought out that provides a good plot hook or two, character motivations, and/or potential RP opportunities with the other party members.


Would you mind if I changed from rogue to ninja. Seeing how they're pretty much the same(except ninja gets a ki pool) I wouldn't see it as a problem but I know a lot of DM's don't really like the eastern themed stuff in their games so I figured I would ask first.


Presenting Talrae Greyweather, human cavalier.

Talrae is a brash and headstrong young knight, following in the footsteps of her father. Seeking a name for herself, outside of the prejudices of her homeland, Talrae uses her combat prowess and commanding presence to devastating effect on the battlefield.

I can have stats up soon. Just posting very brief flavor text for consideration.


It's time for background and description. Let me know what you think.

Background:

Nathaniel Hylter grew up in a small farming community of Rostland, his family owning the small inn in the village. He was a rambunctious child, always running about, getting into all kinds of trouble, nothing serious, but lots of mischief. He always blamed an imaginary friend he called Hynar, or said he was out adventuring with Hynar, exploring the surrounding wilderness, making his parents worry. As he grew, he caused less mischief, but not completely, and became a hard worker, but still loved to explore, and kept going deeper out past the village bounds, sometimes spending days on camping trips 'by himself'. His family worried about him, cause even as he grew past the stage one usually has an imaginary friend, Hynar still played a part in Nathaniels everyday life. Nathaniel didn't know why nobody else could see the squat, lizard-looking beast that followed him around, but he didn't care, he knew Hynar was alive. When he turned 20, he left the village to explore the world, making his way towards the city of Rostov to begin there. On his way there, he was attacked by 2 bandits, trying to make easy coin. Nathan defended himself the best he could, but he never was a fighter, and when it looked like one of the bandits was going to end his life, with a roar, Hynar appeared, physically, fully in Nathaniels world, and tackled both bandits, mauling one, and frightening the other bandit into running. Nathaniel was suprised as well, but was happy, he was finally able to be with his best friend he's had since he was born! Since then, they made their way to Rostov together, while exploring their new bond together, and what they can do together. Upon arriving to Rostov, he saw the Charter to explore and clear out the Stolen Lands, and he quickly volunteered, seeing it his chance to explore things hardly anyone's seen, and map out places. The dangers detailed in the charter worried him only a little, he was with Hynar, and had feeling he wouldn't be doing this with just him and Hynar.

Description:

Nathaniel: A tall young man, dusty blond hair, hazel eyes and tanned skin, body lean with working outside, and is very much a looker. He's wiry, moving with grace and surefooted, wearing nothing studded leather armor, and a trusty crossbow hanging at his side.

Hynar: Looking much like a squat lizard, broad, a long thick tail, a broad arrow-shaped head, his scales flicker and fade mixxing brown and black. He occassionally flicks his tongue out, a bright blue spectacle! (Looks like [url=http://www.reptilesweb.com/reptiles-section/lizard-world/blue-tongue-skink.html]this[/url Just feel like making guy look like my own blue tongue skink. xD)


Ooh... can't pass up kingmaker! :D

Dotting... I'll throw something together sometime this week after the holiday... maybe druid or ranger...


Sounds fun; I'll try to have a character up soon. I'm thinking alchemist, maybe dwarf. Opinions?

Also- are we limited to the Core and Advanced for player options too? Or can I take discoveries out of my Ultimate Combat and Magic?


Posting to show interest!

I'll have a character and a Background up after Christmas. I'm thinking maybe an Inquisitor or maybe a Ranger.


I was going to head to bed, but I got up did some walking around, and now I can't sleep... lol

So, I typed out the background for an Inquisitor. It's not the most proof-read thing I've done, but it should be bearable.

I'll have the character sheet ready after tomorrow for you to look at and consider, Tareth.

Spoiler:
Jareth 'Grim' Grimald
Level 1 Inquisitor, Half-Orc, Chaotic Good.

Backstory.
Jareth is the son of Amelia, a Paladin of Sarenrae . He was the by-product of an unsuccesful offensive against an orc Incursion where his mother and her squad were captured and held for weeks. Some Paladins 'served' the Orcs like Jareths mother, some just killed, and others eaten...

Growing up in a home of a Paladin is somewhat of a unique experience, he was trained is some weapons by his mother, and taught the ways of the Paladin of Sarenrae. Jareth however did not successfully undergo proper training to become a Paladin as his mother wanted. Facing discrimination due to his Half-blood hertiage, and more than once succumbing to his own primal anger. Jareth was expelled from the teaching houses made for bringing up Paladins.

Jareth became jaded with just living a normal life, an extreme feeling of boredom, pressing on his mind like a vice, threatening to consume his soul and leave him an empty shell of a half-man. He refelcted on himself, and his faith, and how when undergoing training, and even the heated fist fights in the Paladin school against his peers, was the only time he felt Content, and strangely, at peace with himself. He realized he needed an Outlet.

Since then He endlessly travelled the lands on his own. During his travels he aimed to carve out his own good in this world in the name of Sarenrae, Paladin approved or not. He adventures to find relief from his constant depression and from a genuine desire to do good by destroying the beasts and monstrosities that live on the outskirts of civilization and to root out the evil that breeds within it. He aims to improve himself and to find relief from his Orcish hertiage by diving headfirst into any adventure he undertakes.

Now, Jareth has been wandering for as long as he can remember, but the one constant, the one thing he could depend on. His blades had always led him back to conflict. It was the only routine Jareth found acceptable, the chaotic reality that is battle.

It was inevitable that he would be drawn to the River Kingdoms. Jareth's blades would not be still. He made a perilous journey forward. He could feel a darkness threatening to consume the region. He planned on helping to forge a new land, and to increase the prosperity of all civilization, even if he could not, at the moment anyway, see himself living within it.

Personality.
Jareth is brusque and does not honey his words. He has accepted the life of an adventurer, and seeks jobs constantly, his motivation is both his good nature and his Orcish predisposition for violence. Jareth however is not bloodthirsty, he has been known to lose his temper, however he knows when to pull his punches.

When not traveeling and not currently on a job, Jareth becomes agitated, not used to having nothing to do. He becomes impatient and reclusive, often feeding his boredom with alcohol. Inversely, when currently under a mission he becomes completely motivated and determined, Jareth is also apt at working in conjunction with others of like minds. Being able to adapt readily to a changing situation.

He genuinely enjoys the lifestyle an adventurer has to offer.


Here's the crunchy part of a paladin of Erastil. He was a bandit until his group captured a priest for ransom. The priest eventually won my character over, and after helping the priest escape he's been working hard for redemption. Eventually he heard the call and swore his oaths as a paladin... prose-form writeup to come over the next day or two, I just wanted to get the numbers ready and make sure you were OK with the concept.

Spoiler:
Elf Paladin 1

STR 13
DEX 16
CON 12
INT 14
WIS 10
CHA 16

HP 11
AC 17 +3(dex) +3(armor) +1(shield)
FORT +4
REF +3
WILL +2
BAB +1
CMB +2
CMD 14

Mounted Combat
Forlorn, Bandit

+7 Diplomacy
+6 Knowledge (nobility)
+6 Knowledge (religion)
+7 Ride*
+4 Sense Motive
*-2 armor check penalty

110 light warhorse
20 padded barding
20 saddle
200 composite longbow (+1)
25 Studded leather armor
Buckler
15 longsword

Aura of Good
Detect Evil
Smite Evil (1/day)

Silver Crusade

Posting for show of interest and a dot. I'll have a character up later next week, after the holidays 'n before the deadline.

I'm thinking either a Half-Orc Oracle or Witch. I don't mind being the walking band-aid, either...I have a great Oracle of Life /w the Wasting curse concept that I've been solidifying over the past few days:

Zevac the Scarred:

Background:

Zevac is a young Half-Orc. Physically, the only hints to his Orc ancestry are small “tusks” and a greenish tint of skin. He grew up in a small human village along a river in a dense jungle, existing in relative peace despite the villagers' apprehension of his heritage. He is a quite boy, and was always quick to help the other villagers. The blood of Orcs still run through his blood, though, and one night not too long past, a blood rage overtook him. He ended up killing an entire family in the village, and was on the verge of being run out and left for the dinosaurs that roam the area. The resident Cleric, however, was given a vision from her goddess, Sarenrae. The goddess of redemption and healing had decided to pick young Zavec as an Oracle of Life, as he had always been a faithful follower. Great powers were thrust upon the boy, but there was a price. In order for him to redeem himself, Sarenrae set him a task to heal those who need him the most, and in return he would bear the scars of those he helps. His physical appearance has been severely altered, and is looked upon by all with a healthy fear, either due to his now gruesome appearance or out of respect to the power of Deities. He now travels in search for redemption, one scar at a time.

Personality:

Zevac is young, but wise. His recent hardships have curbed his youthful, care-free view on life, and this has almost turned him a bit bitter towards the world. He carefully weighs his words, but, as per his deal with Sarenrae, won't hesitate a moment to help one in need. His scars cover his body, and although they are a cause of mistrust or even fear from others, he bears them with a certain amount of pride.

That's just the general concept, but I'll have to cater it more to Kingmaker when I have a chance to go over the Players Guide. Already have stats 'n such ready, just need to alter it as they're for a higher level.


Posting Interest. Been looking for a Kingamaker game for a while. I'll have sheet up in two or three days, probably an Oracle.


OmNomNid wrote:

Sounds fun; I'll try to have a character up soon. I'm thinking alchemist, maybe dwarf. Opinions?

Also- are we limited to the Core and Advanced for player options too? Or can I take discoveries out of my Ultimate Combat and Magic?

Core and Advanced only for player options as well. The only options outside of those two books are the character trait choices from the Kingmaker Players Guide.

RPG Superstar 2010 Top 16, 2011 Top 32, 2012 Top 4

Definitely interested. Here's my character: Kumal, a Kellid Ranger (Skirmisher) from the barbaric wilds of Numeria.

He looks like this...
Kumal image

Kumal stats:

KUMAL OF NUMERIA CR 1/2
Male Human (Kellid) Ranger (Skirmisher) 1
CN Medium Humanoid (Human)
Init +4; Senses Perception +4
--------------------
DEFENSE
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 13 (1d10+3)
Fort +5, Ref +4, Will +0
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee:
Dagger +5 (1d4+4/19-20/x2)
Greatsword +6 (2d6+6/19-20/x2)
Handaxe +5 (1d6+4/20/x3)
Unarmed Strike +5 (1d3+4/20/x2)
Ranged:
Crossbow, Light +3 (1d8/19-20/x2)
--------------------
STATISTICS
--------------------
Str 18, Dex 14, Con 16, Int 12, Wis 10, Cha 8
Base Atk +1; CMB +5; CMD 17
Feats Skill Focus (Stealth), Weapon Focus (Greatsword)
Traits: Bully, Reactionary
Skills: Climb +7, Escape Artist +1, Fly +1, Intimidate +4, Knowledge (Geography) +5, Knowledge (Nature) +5, Perception +4, Ride +1, Stealth +8, Survival +4, Swim +7
Languages: Common, Giant, Hallit
SQ: Enemies (Animals: +2 bonus), Track +1, Wild Empathy +0
Combat Gear: Bolts, Crossbow (20), Crossbow, Light, Dagger, Greatsword, Handaxe, Studded Leather; Other Gear: Backpack, Blanket, Flint and steel, Grappling hook, Rope, silk (50 ft.), Signal Horn, Torch (4), Waterskin, Whetstone
Loot: 39 GP, 7 SP, 7 CP
--------------------
SPECIAL ABILITIES
--------------------
Enemies: Animals (+2 bonus) (Ex) +2 to rolls vs Animals.
Track +1 +1 to survival checks to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Description:

Kumal stands 6'3" and weighs 200 pounds. His sullen grey eyes are usually calm and exressionless, unless he is roused to anger or battle. His knife-cut black hair falls just past his shoulders. Though not as muscular as many humans who match his strength, Kumal's frame is iron-hard. His arms, chest, and back are marked with tribal scarring and blood-marks (crimson tatoos each marking a worthy kill), and his right forearm bears the tatoo of a bloody wolf's head. Much like this tatoo, Kumal's demeanor and the way he carries himself can be described as wolfish. He is a dangerous predator and clearly looks the part.

Background:

Kumal was born among the barbarians of Numeria, a harsh land known for breeding fierce warriors. After a violent disagreement with several of his clan-brothers, Kumal left his people and made his way into the lands of the civilized south, following half-remembered tales spun by his grandfather who had lived the life of a wandering sellsword many years before.

Since leaving his home 10 years ago, Kumal has been many things. He's been a highwayman, a hired killer, a bodyguard, a pimp, a tomb robber, a caravan guard, a slave to a tribe of hill giants, a father (at least four times), and most recently, a coinless vagabond. Now, still young and ever eager to carve his way into the annals of history and legend, Kumal finds himself wandering the wilds south of Brevoy...


mathpro18 wrote:
Would you mind if I changed from rogue to ninja. Seeing how they're pretty much the same(except ninja gets a ki pool) I wouldn't see it as a problem but I know a lot of DM's don't really like the eastern themed stuff in their games so I figured I would ask first.

Sorry, no ninja's. Core book and APG only please.


I would like to offer up my half-elf Invulnerable Rager(Barbarian), Grif Hallisp! All his info is in his alias here, let me know if I am missing anything.


I present for DM's approval Olden Human Rogue(investigator)

Spoiler:

Olden CR 1/2
Male Human Rogue (Investigator) 1
NN Medium Humanoid (Human)
Init +1; Senses Perception +4
--------------------
DEFENSE
--------------------
AC 14, touch 11, flat-footed 13. . (+3 armor, +1 Dex)
hp 9 (1d8+1)
Fort +1, Ref +3, Will +0
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +1 (1d4+1/19-20/x2) and
. . Rapier +1 (1d6+1/18-20/x2) and
. . Unarmed Strike +1 (1d3+1/20/x2)
Special Attacks Sneak Attack +1d6
--------------------
STATISTICS
--------------------
Str 13, Dex 12, Con 13, Int 15, Wis 10, Cha 18
Base Atk +0; CMB +1; CMD 12
Feats Combat Expertise +/-1, Rogue Weapon Proficiencies, Skill Focus: Diplomacy
Traits Brigand, Ease of Faith
Skills Acrobatics +5, Bluff +8, Diplomacy +12, Disable Device +5, Escape Artist +5, Knowledge (Geography) +3, Knowledge (Local) +6, Knowledge (Nobility) +3, Perception +4, Sense Motive +4, Sleight of Hand +5, Stealth +5 Modifiers Brigand, Follow Up
Languages Common, Draconic, Elven
Combat Gear Dagger, Masterwork Studded Leather, Rapier; Other Gear Backpack (empty), Bedroll, Lantern, hooded, Rations, trail (per day) (7), Sack (empty), Thieves' tools, Waterskin
--------------------
SPECIAL ABILITIES
--------------------
Brigand +1 Bluff, Diplomacy, Intimidate, and Sense Motive when dealing with brigands, theives, bandits, etc.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Follow Up (Ex) Make two Gather Information checks in the time normally required for one.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.

For DM eyes only:

So I took a trait that gives me an extra 100 starting gold but it has to be stuff I stole. So I was wondering if you would like some input on what these items consist of? Anything in particular you want me to steal and hold on to?


Pathfinder Adventure Path Subscriber

I would like to try a human druid--always wanted to have a druid for a true outdoor setting. Druid capable of fighting and healing.


May I present Kams Redcloak. Basic info is in the avatar profile. Game info in the Character Sheet.

Character Sheet

Silver Crusade

Here's

Zevac:

Zevac the Scarred CR 1/2
Male Half-Orc Oracle 1
NG Medium Humanoid (Half-Orc)
Init +2
--------------------
DEFENSE
--------------------
AC 18, touch 12, flat-footed 16
hp 10 (1d8+2)
Fort +3, Ref +2, Will +2
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee:
Flail, Heavy +1 (1d10+1/19-20/x3)
Unarmed Strike +1 (1d3/20/x2)
Ranged:
Crossbow, Light +2 (1d8/19-20/x2)

Oracle Spells Known (CL 1, +0 melee touch, +3 ranged touch):
1 (4/day) Cure Light Wounds; Sanctuary; Bless
0 (at will)Resistance; Stabilize; Detect Magic; Guidance
--------------------
STATISTICS
--------------------
Str 13, Dex 14, Con 14, Int 12, Wis 10, Cha 16
Base Atk +0; CMB +2; CMD 13
Feats: Selective Channeling
Traits: Rostlander; Dangerously Curious
Skills: Diplomacy -4 , Handle Animal +3, Heal +1, K. History +1, K. Nature +2, K. Planes +1, K. Religion +2, Sense Motive +0, Spellcraft +2, Survival +0, Use Magic Device +5
Languages: Common, Orc, Draconic
SQ: Mystery: Life, Curse: Wasting, Orisons, Revelation: Channel
Combat Gear: Bolts, Crossbow (10); Crossbow, Light; Flail, Heavy; Buckler; Scale Mail
Other Gear: Rations, trail (per day) (5); Backpack; Blanket; Flint and steel; Spell Component Pouch
--------------------
SPECIAL ABILITIES
--------------------
Half-Orc Alternate Racial Trait: Chain Fighter - Half-orcs with this racial trait are proficient with f lails and heavy f lails, and treat dire flails and spiked chains as martial weapons. This trait replaces the weapon familiarity racial trait.
Mystery, Life, Revelations:
1. Channel (Su) - You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.
Curse, Wasting: Your body is slowly rotting away. You take a –4 penalty on Charisma-based skill checks, except for Intimidate. You gain a +4 competence bonus on saves made against disease.
Cure Spells: In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known. These spells are added as soon as the oracle is capable of casting them.
Dangerously Curious: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Rostlander: Your hardy nature grants you a +1 trait bonus on all Fortitude saves.

Think I have everything down right. Please correct me if I missed anything. :)


Introducing Thad Tanner, a recently reformed bandit, trying to do the right thing...

Thad Tanner's Character Sheet:
Elf Paladin 1 (Erastil)

STR 13
DEX 16
CON 12
INT 14
WIS 10
CHA 16

HP 11
AC 17 +3(dex) +3(armor) +1(shield)
FORT +4
REF +3
WILL +2
BAB +1
CMB +2
CMD 14

Mounted Combat
Forlorn, Brigand

+7 Diplomacy
+6 Knowledge (nobility)
+6 Knowledge (religion)
+7 Ride*
+4 Sense Motive
*-2 armor check penalty

Aura of Good
Detect Evil
Smite Evil (1/day)

110 light warhorse
20 padded barding
20 saddle
200 composite (+1) longbow
25 Studded leather armor
Buckler
15 longsword

Thad's Story:
For decades, I had no idea how poor I was. I had all the trappings of wealth; gold, women, good clothing and rich food- it took the humble words of a wise man to show me what true riches were. I was forlorn. Me and the others with no place to call our own rambled around the River Kingdoms robbing and kidnapping and ra- well, doing all sorts of things that I'm not proud of any more. Last year we grabbed this priest while he was travelin' between the hamlets to bless the fields for harvest. We figured we could ransom him and his guard back to the town for a good bit of coin and live like kings over the winter. I was set to guarding the old man while Aiken watched his armsman, and the first thing he asked me was whether he could heal the finger I'd broken while grabbing him! I'm sure you remember last year's early freeze, it ruined the harvest and there wasn't a lot of money to go around so we were stuck with him... and he was so bloody good natured, like someone out of a storybook.

We'd talk for hours and I'd get to thinking, and eventually what I was doin' just didn't feel right any more. One night we were all celebrating after taking a haul of furs from trappers coming through late in the season and I made up my mind. I told Aiken I'd watch the armsman while he had a few drinks, and the three of us up and left. I went back to town with them and there was talk of holding a trial, but the old priest said some words to the lawmen on my behalf and that all went away. I've been trying to make up for things since then, set a few things right that I messed up before... I figure that helpin' merchants and other honest folk with these charters from the Swordlords is a good place to start.

Silver Crusade

o.O

After looking it over, I realized I missed the fact that it was a 25 point-buy, not a 20. And I missed/messed a couple other things. Guess that's what I get for making it while on gravol and t3's. Here's the updated version.

Zevac #2:

Zevac the Scarred CR 1/2
Male Half-Orc Oracle 1
NG Medium Humanoid (Half-Orc)
Init +2
--------------------
DEFENSE
--------------------
AC 18 (17 w/out buckler), touch 12, flat-footed 16 (15 w/out buckler)
hp 11 (1d8+2con+1favored)
Fort +3, Ref +2, Will +2
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee:
Flail, Heavy +2 (1d10+3/19-20/x3)
Unarmed Strike +2 (1d3+2/20/x2)
Ranged:
Crossbow, Light +2 (1d8/19-20/x2)

Oracle Spells Known (CL 1, +2 melee touch, +2 ranged touch):
1 (4/day) Cure Light Wounds; Sanctuary; Bless
0 (at will)Resistance; Stabilize; Detect Magic; Guidance
--------------------
STATISTICS
--------------------
Str 14, Dex 14, Con 14, Int 12, Wis 10, Cha 17
Base Atk +0; CMB +2; CMD 13
Feats: Selective Channeling
Traits: Rostlander; Dangerously Curious
Skills: Diplomacy -4 , Handle Animal +3, Heal +1, K. History +1, K. Nature +2, K. Planes +1, K. Religion +2, Sense Motive +0, Spellcraft +2, Survival +0, Use Magic Device +5
Languages: Common, Orc, Draconic
SQ: Mystery: Life, Curse: Wasting, Orisons, Revelation: Channel
Combat Gear: Bolts, Crossbow (10); Crossbow, Light; Flail, Heavy; Buckler; Scale Mail
Other Gear: Rations, trail (per day) (5); Backpack; Blanket; Flint and steel; Spell Component Pouch
--------------------
SPECIAL ABILITIES
--------------------
Half-Orc Alternate Racial Trait: Chain Fighter - Half-orcs with this racial trait are proficient with f lails and heavy f lails, and treat dire flails and spiked chains as martial weapons. This trait replaces the weapon familiarity racial trait.
Mystery, Life, Revelations:
1. Channel (Su) - You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.
Curse, Wasting: Your body is slowly rotting away. You take a –4 penalty on Charisma-based skill checks, except for Intimidate. You gain a +4 competence bonus on saves made against disease.
Cure Spells: In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known. These spells are added as soon as the oracle is capable of casting them.
Dangerously Curious: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Rostlander: Your hardy nature grants you a +1 trait bonus on all Fortitude saves.


mathpro18:
I don't have anything specific at this point. But if you could make at least one of them something that is important/valuable/significant to the former owner or has give the item some other interesting (non magical) quality that would be helpful.


@DM:
I took that trait too. You can consider my bow to be my ill-gotten gains.


1 person marked this as a favorite.

Tomas Renolyds:

Tomas Renolyds CR 1/2
Male Human Ranger 1
CG Medium Humanoid (Human)
Init +4; Senses Perception +6
--------------------
DEFENSE
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 11 (1d10+1)
Fort +4, Ref +6, Will +2
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +3 (1d4+2/19-20/x2) and
Longsword +3 (1d8+2/19-20/x2) and
Unarmed Strike +3 (1d3+2/20/x2)
Ranged Longbow, Comp. (Str +1) +5 (1d8+1/20/x3)
Ranger Spells Known (CL 0, 3 melee touch, 5 ranged touch):
--------------------
STATISTICS
--------------------
Str 14, Dex 18, Con 13, Int 10, Wis 14, Cha 12
Base Atk +1; CMB +3; CMD 17
Feats Point Blank Shot, Precise Shot
Traits Armor Expert, Rostlander
Skills Climb +6, Handle Animal +5, Knowledge (Nature) +4, Perception +6, Ride +8, Stealth +8, Survival +6, Swim +6
Languages Common
SQ Enemies: Humanoids (Goblinoid) (+2 bonus) (Ex), Track +1, Wild Empathy +2 (Ex)
Combat Gear Arrows, Flight (20), Dagger, Longbow, Comp. (Str +1), Longsword, Studded Leather; Other Gear Backpack (4 @ 11 lbs), Bedroll, Blanket, Flint and steel, Rope, silk (50 ft.), Waterskin (2), Whetstone
--------------------
SPECIAL ABILITIES
--------------------
Armor Expert -1 Armor check penalty.
Enemies: Humanoids (Goblinoid) (+2 bonus) (Ex) +2 to rolls vs Humanoids (Goblinoid).
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Track +1 +1 to survival checks to track.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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Working on Background.


Here is Grayson Ozolins, a morally-neutral conjuror, looking to escape his father's dark and looming shadow by making something of himself, if only to spite him.


Ok... decided against a ranger or druid. Here's Lark Silvermane, a half-elf bard, if you're still looking for people! An expert at telling grand tales of adventure, Lark hopes to travel to the wilderness south of Brevoy and write an epic story of conquering the vast untamed land!

Background:
Lark was born and raised in New Stetven to an elf and human couple in the Silvermane family, a distant cousin of House Medvyed. Though they didn't live a life of luxury, Lark's family was fairly well off. Showing magical aptitude, Lark was sent to the academy to learn the arcane arts. However, he showed even greater talent at the skill of storytelling, weaving fanciful tales that fascinated all who listened.

At the encouragement of his peers and superiors, Lark learned the ways of the court bard in hopes to serve at the Dragonscale Throne. However, a scandal involving house Silvermane ruined his chances and he was limited to performing at inns and taverns to get by.

However, learning of opportunity to explore the vast wilderness south of Brevoy piqued his interest. It would make for a grand tale of adventure, sure to earn him everlasting fame!

(Still have to pick out spells & skills, but wanted to post my background before it was too late!)


Uh, withdrawing interest. Apparently I have too much things going on my plate lately.


Howdy. Here is my submission for Linflass, a Half-Elven Urban Ranger from the Darkmoon Vale. Thanks for running a PbP.

Character:
Linflass
Male Half-Elf
Urban Ranger 1
NG medium humanoid (Elf) 5’-3”, 115 pounds
Init +5; Senses Perception +11

DEFENSE
AC 17, Touch 13, Flat Footed 14
(10 +3 Studded Leather +1 Buckler +3 Dex)
AC Penalty -1 (-1 Studded Leather -1 Buckler +1 armor expert trait)

Special Defense

HP 13: 10 +2 (Con) +1 (Favored Class Ranger)
Fort +4 (+2+2), Reflex +5 (+2+3), Will +2 (+0+2)

OFFENSE
Speed 30 ft
Rapier +1 (BA) +3 (DEX) =+4 (1d6+1) 18-20 x2
Dagger +4 (1d4+1) 19-20x2
Club +4 (1d6+1) x2
Shortbow +4 (1d16-1) x3

Special Attacks
+2 attack/damage vs humans (favored enemy)

STATISTICS
Str 13, Dex 16, Con 14, Int 14, Wis 14, Cha 12 (racially adjusted)
Base Attack +1, CMB 2 (1+1), CMD 15 (10+1+1+3)

Feats
Skill Focus (Perception)
Weapon Finesse

Skills (Skill Ranks + Class Bonus + Ability = Total)
8 (6 Ranger + 2 INT/level)

Climb 1+3+1 = 5
Disable Device 1+3+3 = 7 (Urban Ranger)
Knowledge Geography 1+3+2=6
Knowledge Local 1+3+2= 6 (Urban Ranger)
Perception 1+3+2+3 (Skill Focus) + 2 (racial) =11
Ride 1 +3 +3 = 7
Stealth 1+3+3 = 7
Survival 1+3+2=6 (+ half level for tracks)

Favored Classes – Ranger, Rogue
Languages - Common, Elven, Orc, Goblin
Low Light Vision
SQ – Immune to magic sleep effects
+2 save vs enchantment spell and effects

Ranger Abilities
Favored Enemy - Human
Track
Wild Empathy

Traits
Armor Expert – Armor check penalty reduced by 1
Elven Reflexes , +2 Initiative

Gear (cost/weight) Cost is GP unless noted)
Studded Leather (25 /20), Buckler (5/5), Shortbow (2/2), 2 Quivers Arrows (2/6), Quiver Blunt Arrows (2/3), Rapier (20/2), 4 Daggers (8/4), Club (0/3)

Masterwork Backpack (50/4), Bedroll (0/5), Grappling Hook (1/4), 50’ Silk Rope (10/5), Flask Oil (0/1), 2 Belt Pouches (2/1), 3 days Trail Rations (15sp/3), Waterskin (1/4), Thieves’ Tools (30/1), Travelers’ Outfit – brown/gray (1/5), Compass(10/0.5), 103 Gold

197 GOLD
78.5 lbs


Background:
BACKGROUND
Linflass is a half-elf who grew up in the Andoran city of Olfden, in the Darkmoon Vale region. Generally more well-adjusted than many half-elves who struggle with identity issues, he spent time both in the town with others and roaming about the Arthfell Forest and surrounding plains. He was comfortable in cities and in nature.

He was tutored by an Aspodell Ranger who not only taught him the woodsman craft, but also introduced him to the Silverers, a secretive group that hunted and slew werewolves by forcing them to drink silver. This led to a quick but excruciating death. Linflass was betrayed by a friend and exposed as a Silverer. The local populace was outraged and he was forced to leave the region.

Embittered by being driven away, he moved north, gravitating to the River Kingdoms, home to outcasts like himself.


Background:

Tomas lived on a farm in southern Brevoy with his parent until the age of 10. One day while Tomas’s father was out in the fields planting corn, the farm was attacked by a band of goblins. As the goblins approached the house Tomas’s mother hid him beneath the floor boards in a secret niche before they reached the house. From beneath the floor Tomas heard his mother raped and murdered by the goblins before the set the house ablaze. Tomas snuck from the niche and fled into the forest to find his grandfather.

After a few days of wandering the forest he finally found his grandfather a druid of Erastil and told him what had happened. Since then he has lived with his grandfather learning the way of the forest and Erastil. A few months ago his grandfather pasted away and Tomas has been wandering the forest aimlessly unable to decide what path his life should take now that he was on his own.

A few days ago Tomas encountered a traveler on his way to Restov who told him of the expedition into the Stolen lands to reclaim it for Brevoy. Tomas decided this was something that could give his life direction and purpose so he headed off to Restov.


I'm sticking with my Urban Ranger, Linflass, proposed above. But if that's not to your liking, I'd also like to pitch a half-orc Cavalier, Strellk.

Character:
Strellk
Male Half-Orc
Cavalier, Order of the Star (Gorum) 1
NG medium humanoid (Elf) 4’-10”, 150 pounds
Init +2; Senses Perception +1

DEFENSE
AC 17, Touch 13, Flat Footed 14
(10 +3 Studded Leather +1 Buckler +3 Dex)
AC Penalty -1 (-1 Studded Leather -1 Buckler +1 armor expert trait)

Special Defense

HP 13: 10 +2 (Con) +1 (favored class Cavalier)
Fort +4 (+2+2), Reflex +5 (+2+3), Will +2 (+0+2)

OFFENSE
Speed 30 ft
Morningstar +1 (BA) +3 (STR) =+4 (1d8+3) x2

STATISTICS
Str 16, Dex 14, Con 14, Int 12, Wis 13, Cha 14 (racially adjusted)
Base Attack +1, CMB 4 (1+3), CMD 15 (10+1+3+1)

Feats
Mounted Combat
Lookout (class)

Skills (Skill Ranks + Class Bonus + Ability = Total)
5 (4 Cavalier + 1 INT/level)

Climb 1+3+3 = 7
Diplomacy 1+3+2 = 6
Intimidate 1+3+2+2= 8 (racial)
Knowledge Religion 1+3+1=5 +1/2 level related to Gorum
Ride 1+3+2= 6

Favored Class – Cavalier
Languages - Common, Orc, Giant
Darkvision

Cavalier Abilities
Challenge
Mount (Horse)
Order of the Star (Gorum)
Teamwork (Lookout)

Traits
Armor Expert – Armor check penalty reduced by 1
Veteran of Battle, +1 Initiative

Gear (cost/weight) Cost is GP unless noted)
CARRIED
Chainmail (150 /6), Heavy Wooden Shield (7/10), Morningstar (8/6), Backpack (2/2), Bedroll (0/5), Belt Pouch (1/0.5), 7 days Trail Rations (35sp/7), Waterskin (1/4), Wooden Holy Symbol of Gorum (1/0), 31 gold

Light Horse (75), Military Saddle (20/30), Saddlebags (4/8)

269 GOLD
40.5 lbs carried
Horse carrying 38 pounds

Background:
BACKGROUND
Strellk was the unwanted offspring of a human woman from Trunau and an orc bandit. Shunned by his mother the moment he was born, he was raised in a sort of orphanage run by an elderly follower of Gorum. An ex-crusader, the man's god had led him to establish a home for the unwanted half-orc babies to be found near the Lastwall and Nirmathas borders.

It was a rough upbringing, but preferable to the savage, often fatal youth of abandoned half-orcs in the region. Strellk’s benefactor had a vision that the youth would be a servant of Gorum. When he reached adulthood, Strellk was told of his destiny and set out to spread Gorum’s fame. His god has sent him to The River Kingdoms and Brevoy, where Strellk believes he is to bring many to the faith.

I wasn't sure whether the mount is 'free' or not, so I paid for it.

Taldor

Stephanus Dominova, Natural Philosopher and cartographer throwing his hat in the ring. I have to adjust the character for 25 point buy and flesh out the background. I will try to finish the character concept by this evening. The Naturalist is an archetype of the Bard from the APG. I'm likely going with Rich Parents and Dangerously Curious traits - though I'll review the KMAP campaign traits as well and may adjust if something fits.

As an aside, I'm an avid mapper for my own pbp (on these boards). If you send me an email at smoochy.knave@gmail.com I will add you to our permission list so you can see what I usually put together with just a little effort using PaintShopPro. There's so much free content on the interwebs it's really not that bad putting together really high quality maps for a pbp game.

Taldor

Background and character details complete!


Alias' (would that be 'a-lee-eye'?) for Linflass and Strellk are on my account. With height and weight corrected (forgot the modifiers).

Everyone have a safe New Year.


I just wanted to says thanks to everyone for all of your interest and give you a quick heads up that I will be closing recruitment for this campaign tomorrow morning and hope to have the final choices made by tomorrow afternoon. If you have any updates or background edits to make please post them today.

I can already tell it's going to be tough making the final choices.


Cool! Good luck everybody!


Same! Good luck all. Heard this is an amazing ap. can't wait to play it if get chosen. :)


Morrin wrote:
Same! Good luck all. Heard this is an amazing ap. can't wait to play it if get chosen. :)

Everyone I've run it with (at least what little we've managed to get through) has had a really positive response. I'd kind of like to run a PbP of it myself... once I build up some confidence to take it on, hehe!


I hope I am not too late. I would like to apply with Bron Lenthaven, Human Cavalier from Restov. The character sheet is not quite complete as I still have some gold to spend and a few numbers to edit but background and description is finished. I will touch up the rest and should I be accepted, it'll be ready to go. Good luck all.

DM-Tareth:

Spoiler:
As a note for character development: Once the group reaches the kingdom building stage, I hope to have a shift in how Bron views the world. His main focus of exploring the Stolen Lands is to prove his noble blood through his deeds. However, once the responsibilities of running a kingdom start to weigh on him, he would undergo a shift in priorities. This shift would be represented by a change in his order from the order of the cocatrice to another one what better matches his evolving attitude towards his duty as one of the figureheads of a kingdom.


Ditto on the hoping I'm not too late - I just came across this thread. I'd like to submit Aliana Do'Erren, a half-elven monk (Zen Archer). Character sheet and background in the works.


DM:
Warren Kingeagle is a human druid who has been fascinated by birds and flight since he could walk. After learning to walk, he was disappointed he could not then learn to fly. Fortunately his parents encouraged his studies of birds and he became an avid falconer, but his falcon pet only made him long for the skies.

He visited a wizard who had a familiar, but the bond between familiar and the sedentary closed tower type of arcane magic did not suit him. The wizard recommended he study from a local half-elf druid. The study of nature and the feel of the magic immediately appealed to him. His mentor recommend he explore a new land, as the picked over enclave the older druid had settled in was not for the young and the bold.

Warren has an eagle companion, a pet falcon, and is searching for an untamed green land to explore while making sure that it is not plundered and exploited.

Chainmail's druid avatar with background. Traits and skill to follow. This druid can melee and heal and is an eagle shaman.


For those just submitting, I just wanted to let you know it is not too late. I'll be accepting backgrounds through the night until tomorrow (Dec 30th) morning. Thanks everyone.

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