GM Captain Trips - Kingmaker! (Inactive)

Game Master Chad Newman

Roll20.net Link


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In your profile, the individual boxes (such as class, level, race, etc.) will show up beneath the name. Some people will fill in vital combat stats here so that it's immediately evident on your posts. A handy concept!

Edit: I don't believe it will show up in recruitment threads however. It'll need to be a game thread or discussion thread I believe.


Ah! That explains it. Thank you.


Castor Antares wrote:

Glad I could help.

By the way, I see people in PbP threads with mini stat blocks at the top of their posts, but I can't seem to figure out how to do that for the life of me.

Can anyone point me in the right direction?

You put those in usually in the "Class/Level" part of your profile for the character. But, those don't show up in recruitment threads, only discussion and gameplay.


Blah, I'm too slow :)

Liberty's Edge

Hello,

I contacted you earlier about being a new player to Pathfinder, but not to PBP as I played in multiple games on enworld before they fell through.

I present: Will Thatcher, a skill/knowledge character

Background:
Born to a thatcher in Restov, William had a fairly boring life until one day, while out buying thatch from a local farm, he heard a scream for help from the nearby woods. Dashing into the forest, he came across a boy around his own age face to face with a mountain lion. Grabbing some nearby stones, Will began barraging the cat, and eventually scared it off. The boy, named Varis, and will quickly became fast friends. Varis was the son of an Aldori Swordlord, who had run off and gotten lost.

After the rescue, the two were nearly inseparable, and Will began picking up bits of knowledge from Varis’s studies. Varis was destined to become a Swordlord, like his father, and Will became to serve as a sort of page to the lad. Will even joined the local militia while Varis was in weapons training, and played the drums to keep march time. The night Varis graduated from the academy was supposed the be a night to remember, and it was.

Will and Varis had gone to a local tavern to celebrate. They caroused and drank, sharing boasts about how quickly Varis would rise in the ranks, when a drunken brawl broke out. A few drunks should be easy for an apprentice sword lord and his trusted friend, but there are some things they don’t teach you. A flash of steel, and a fountain of red and it was over. Varis was slashed viciously across the gut, and in only a few moments, lay dead in Will’s arms.

Will carried the corpse all the way to Varis’s father, his heart torn asunder. Will asked the man if he could take Varis’s place, and live his life for the both of them. At first, he was tempted to say no, but he saw the look in Will’s eyes, and agreed to a compromise. Will became his pupil, and would undertake a crash course in everything from the arcane to weapon work, and then, Will would have to prove himself to the sword lords. Only then, could he take Varis’s place.

In less than a year, Will’s lessons were complete, and Will began looking for a way to prove himself. It was then, that the charter was announced to explore the Stolen Land’s. Grasping Varis’s old sword, a gift from his mentor, Will sets out to prove himself a worthy heir to Varis’s blood legacy.

Personality:
A fairly easy going guy, he takes peoples lives very seriously, and will always try to talk people out of violence. After the deaths of anyone, players or non-players, he will be very downcast over the loss of life, knowing that everyone was someone's friend, son, or father.

Stats:

Human Bard, level 1

HP: 10

STR 12 (+1)
DEX 18 (+4)
CON 14 (+2)
INT 13 (+1)
WIS 10 (+0)
CHA 14 (+2)

-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Acrobatics 2 0.0 4 -2
Acrobatics (Jump) -2 0.0 4 -6
Appraise 1 0.0 1 0
Bluff 2 0.0 2 0
Climb -1 0.0 1 -2
Craft (Untrained) 1 0.0 1 0
Diplomacy 6 1.0 2 3
Disguise 2 0.0 2 0
Escape Artist 2 0.0 4 -2
Fly 2 0.0 4 -2
Heal 0 0.0 0 0
Intimidate 2 0.0 2 0
Knowledge (Arcana) 6 1.0 1 4
Knowledge (Local) 6 1.0 1 4
Knowledge (Religion) 6 1.0 1 4
Knowledge (Untrained) 2 0.0 1 1
Perception 0 0.0 0 0
Perform (Percussion Instruments) 6 1.0 2 3
Perform (Sing) 6 1.0 2 3
Perform (Untrained) 2 0.0 2 0
Profession (Soldier) 4 1.0 0 3
Ride 2 0.0 4 -2
Sense Motive 0 0.0 0 0
Spellcraft 5 1.0 1 3
Stealth 2 0.0 4 -2
Survival 1 0.0 0 1
Swim -1 0.0 1 -2
Use Magic Device 6 1.0 2 3

-------------------------- Feats ---------------------------
Point-Blank Shot
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot
You can fire into Melee without suffering a negative.

Armor Proficiency, Light
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Shield Proficiency
When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skills.

Simple Weapon Proficiency
-------------------- Traits ---------------------
Sword Scion: Gain a longsword, and gain +1 trait bonus to attacks with a longsword

Armor Expert: Reduce your Armor check penalty by 1
------------------------ Templates -------------------------

-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 16 / 13 / 13

Initiative: +4
BAB: +0
Melee tohit: +1

Ranged tohit: +4
Fortitude: +2
Reflex: +6
Will: +2

Composite +1 Shortbow STR +1:
to hit: +4
damage: 1d6+1
critical: 20/x3
range: 70 ft.

Longsword
to hit: +2
damage: 1d8+1
critical: 19-20/x2

Equipment:

Composite Shortbow (+1 Str)
Longsword
Studded Leather
Large Steel Shield
Outfit (Explorer's) 1 8lbs
Studded Leather 1 20lbs
Arrows (20) 2 6lbs
Arrows (Blunt/20) 1 3lbs
Chalk (1 Piece) 1 0lbs
Flint and Steel 1 0lbs
Grappling Hook 1 4lbs
Musical Instrument (Drums) 1 3lbs
Rope (Silk/50 ft) 1 5lbs Special: 4 hp, DC 24 Strength check to burst
Sewing Needle 1 0lbs
Shovel or Spade 1 8lbs
Signal Horn 1 2lbs
Signal Whistle 1 0lbs
Waterskin (Filled) 1 4lbs
Shortbow (Composite +0) (2 lbs.)
Backpack (2 lbs.)
Scroll Case (0.5 lbs.)

I can post easily 2-3 times per day, more if needed to move combat along.

Dark Archive

I offer for your consideration, Sir Karse, half-orc paladin of Erastil. He is very much a diplomat and prefers talk to fighting, though he is capable of defending himself, his honor, or those in his charge, should the need arise.

Spoiler:
Sir Karse
Male Half-Orc Paladin (Shining Knight) 1
LG Medium Humanoid (human, orc)
Init +1; Senses Perception +3
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+4 armor, +2 shield, +1 Dex)
hp 11 (1d10+1)
Fort +3, Ref +1, Will +5
Defensive Abilities orc ferocity (1/day)
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +3 (1d4+2/x2) and
. . Light flail +3 (1d8+2/x2)
Special Attacks smite evil (1/day)
Spell-Like Abilities Detect Evil (At will)
Paladin (Shining Knight) Spells Prepared (CL 0):
--------------------
Statistics
--------------------
Str 14, Dex 13, Con 13, Int 10, Wis 17, Cha 15
Base Atk +1; CMB +3; CMD 15
Feats Weapon Focus (Lance)
Traits Natural-Born Leader, Noble Born - Orlovsky (Diplomacy)
Skills Acrobatics -3 (-7 jump), Climb -2, Diplomacy +7, Escape Artist -3, Fly -3, Handle Animal +6, Intimidate +4, Ride +1, Stealth -3, Swim -2; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ aura of good
Other Gear Chain shirt, Heavy steel shield, Light flail, Backpack (21 @ 39.5 lbs), Bedroll, Belt pouch (2 @ 0.26 lbs), Flint and steel, Holy symbol, wooden (Erastil), Holy text (Erastil), Pot, Rope, Soap, Torch (10), Trail rations (5), Waterskin, 13 GP
--------------------
Special Abilities
--------------------
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Natural-Born Leader Your cohorts, followers, and summoned creatures gain +1 vs. Mind-affecting effects, +1 Leadership score if you have the Leadership feat.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Smite Evil (1/day) (Su) +2 to hit, +1 to damage, +2 deflection bonus to AC when used.
--------------------
Karse was born to a human mother, the by-product of a rape during an orc raid upon a small village. Unwilling to accept the creature as her son, his mother abandoned him on the steps of a temple to Erastil within hours of his birth. Raised by the temple, Karse never knew his mother. The priests were his parents, and the other orphans his siblings. Unsure what to call him, the temple denizens simply referred to him as "boy," but the other children, as children are wont to be, teased him with taunts of "cursed." Karse took this to be his name and soon began answering to it. The priests, in an effort to somewhat humanize the child, changed it to Karse.

Karse soon realized that he was different from the other children. Bigger and stronger than even the most rambunctious of boys his age, he was shunned by both the boys and girls alike. The boys were intimidated by his size and strength, while the girls considered him ugly. Karse did not take these reactions to heart, however. His was a gentle soul and he developed a strong bond with many of the stray cats and dogs that frequented the church.

One afternoon, when Karse was about 13 years old, a warrior came to the church. He was seeking a squire to serve as his valet. He needed someone strong and willing to work hard. Karse hid away in his room, fearful for what the stranger would think of him. After the warrior had looked over all of the children, he asked the priests if there were any stronger. bigger boys. Realizing that Karse was not among the assembled, the priests quickly fetched him. On seeing the boy, the warrior made his choice.

The warrior, whose name was Sir Clive Baverdeen of House Orlovsky, took Karse under his tutelage, making him his squire. Sir Clive was a holy warrior, a paladin. Karse learned quickly and soon enough became a strong warrior in his own right. When he came of age, he was sponsored by House Orlovsky and knighted.

Since that time, he has sought out opportunities to further the glory of his house and his deity. His current quest is to get enough gold to purchase a horse, tack, saddle, and lance. He looks the part of the knight, keeping his armor and weapons in pristine condition.

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.


GM - Two questions - How do you feel about the Dhampir race? I've always wanted to play one (Although the competition in the martial department might stop me)

Second question - how do you feel about the Rich Parents trait?


leinathan wrote:

GM - Two questions - How do you feel about the Dhampir race? I've always wanted to play one (Although the competition in the martial department might stop me)

Second question - how do you feel about the Rich Parents trait?

Negatively towards both to the extent that you likely would not be considered. I've had enough vampire nonsense with all the Twilight stuff to last me a lifetime. The only things that are negatively impacted by positive energy in my campaigns are the bad guys.

And as far as the Rich Parents trait, its just pure cheese.


1 person marked this as a favorite.

I wanted to add a bit of info from my campaign doc, since I just realized I failed to add it to my intro. I don't have a lot of house rules or changes, and pretty much operate under the RAI mode of GM'ing, but I do have a few things I do that might not be considered standard.

I really wish Paizo would let us edit the first post in a thread, it would be SO useful.

So without further ado!

House Rules and Information:

Hero Points: I will be using the Hero Point system. While you may not start with any Hero Point feats, which is why it was not posted in the recruitment section, these feats are considered valid for character progression.

- More info at: http://www.d20pfsrd.com/gamemastering/hero-points

- Special Rule: Hero Points are not given at level up. Hero Points are only awarded when a character does something incredibly brave, selfless, or noble. Hero Points can and will be awarded as RP Awards as well (see below)

- Hero Point awards are given on the spot for action related awards.

Hit Points: As Kingmaker is a heroic campaign and the players are meant to be a slice above your standard adventurer, hit points will be handled as follows:

- At level up you will use the forums to roll hit points as in standard play.

- If your hit point value rolled is less than the average HP value for your class, you will be awarded the average hit point value instead.

PCs will not steal from or harm other PCs: I take this one seriously folks. I'm fine with you being a rogue, but you are a part of a group that needs to trust each other with their lives. There will be no excuse for this and it will result in removal from the campaign immediately.

RP Awards: I give these out randomly, and usually around the time that a level is coming or is due. This could be anything from extra gold, an NPC contact, a piece of equipment, or so on. You would do well to remember this and always be striving to better role-play your character.

EXP: The group will level up at the same time based on when I feel it is appropriate within the campaign. I will not be handing out EXP.

Gaming Docs and Handouts: Since the Paizo boards do not support attachments or images inserted into posts, documentation related to the campaign will be stored on my personal gaming site. The members of the group will be given a link to the site as well as all other important information required. Google Docs may be used for some of the documentation that is player managed.


Nice. Nothing but the finest house rules there. Now I'm more interested than ever.

Quick question: Aren't the "average" HP values 3.5 for a d6, 4.5 for a d8, 5.5 for a d10 and 6.5 for a d12? Will you be rounding up or down?


It isn't average value that he's using, it's the typical PFS rules, which is one higher than the median.

Put more simply, he's rounding up.


Ah, thanks for the clarification.

Liberty's Edge

Background:
"Dame Arrona will see you now", intoned the valet, ushering Artos into the study. Inside The Dame Serrena sat, with her son Lander warming himself by the fire. They looked roiund as Artos approached,
"Artos Melena ma'am, Sir" indicated the valet in an irritatingly smarmy manner.
"You'd have thought he went and fetched me personally," thought Artos.
"Ah, yes, Artos. How are the family?" inquired Dame Sarrona as the Valet left.
"Not that you care," thought Artos,"But propriety must be maintained."
"They are both well, thank you. They send you their greetings" he said.
"Good, Good" assured Dame Sarrona "But Let us get down to business. You have heard of the expedition to the Stolen lands?"
"Yes. All of Rostland is talking of it."
Artos replied.
"You see, already he shows talent for sniffing out rumour" Dame Serrena said to her son. He merely snorted. Turning back to Artos she said,
"You understand that House Lebeda Must have a representative on that expedition. The reputation of the House demands it. Not to mention the possibility of several lucrative trade routes that may be opened up as a result. We cannot allow anyone else to steal those from us, can we. That is why we have chosen you to be our representative on this expedition."
"Aye, aye. I smell a rat." thought Artos
"Why me? I mean, I am grateful for the opportunity, but there must be plenty of better qualified and experienced people you could use." asked Artos.
Dame Serrena and Lander exchanged a glance. Lander cleared his throat and said,
"The expedition is not without risk. Our experienced personnel are too valuable to expose to that risk, and occupied elsewhere. You show the unique set of skills necessary for such an expedition, and are not currently occupied.". He said. He smiled and added, "Think of it as a test. Succeed, and you will bring much honour to your branch of the family, as well as to this House."
"So, I'm expendable. At least I know where I stand." thought Artos "Still, this is the opportunity I have been waiting for"
"Thankyou Ma'am, Sir. I am well aware of my duties as a member of House Lebeda. I accept your commission." Artos bowed to show his compliance.
"Very Good. Jenkings will show you the details." Dame Serrena said, picking up and ringing a small silver bell. The door opened to reveal the valet again.
"This way, young sir," The interview was over.

Personality:
Artos is easygoing and polite, but beneath his genteel exterior lies a strong-willed individual. growing up as a scion of a minor branch of House lebeda has left its mark. Artos was raised with the frustration of not being able to do anything as his branch of the family had fallen into disfavour and failed to get the lucrative postings. Growing up on the margins of society has given Artos a measure of frustration and a senase of futility which he has overcome by persistence and patience. he studied hard, learned all the skills necessary for a trading house, and found he had an aptitude for oratory and the way that speech comes together, which he has been able to turn into an ability to understand the magic of speech.
Artos has a mother and father and a younger sister that are all still alive, and still struggling to make ends meet. he wants to restore honour to the parents that loved him and provide a dowry so that his sister can marry well. he has a sense of duty that will keep him going in the darkest hours.

Stats:
Artos Melens,Human Male, Bard 1
STR 14, DEX 18, CON 13, INT 12, WIS 10, CHA 14
HP: 9
AC: 18 (+4 DEX, +3 Armour, +1 Buckler)
Initiative: +4
F/R/W: +1/+6/+2
Shortbow (Composite) (1d6, +4, x3, 70')
Cestus (1d4+2,+2, 19-20/x2)
Mace (Heavy) (1d8+2,+2,x2)

Skills:
Appraise+5
Knowledge (Arcana) +6
Knowledge (Geography) +6
Knowledge (Natural) +6
Perception +4
Perform (Oratory) +6
Spellcraft +5
Stealth +8
Use Magic Device +6

Untrained Skills
Acrobatics +4
Diplomacy +2 (+4 with Unfriendly/Hostile. See traits)
Knowledge +2
Ride +4

Feats and Abilities:
Point Blank Shot
Precise Shot
traits: Patient optimist (Erastil) +2 Dip with Hostile/unfrindly, may retry once.
Noble born (Lebeda) 1 additional language.
Bardic knowledge +1
Bardic performance (6rounds/day): Countersong, Distraction, fascinate, inspire courage +1

Spells
cantrips: Detect magic, Ghost Sound, Light, read magic
1st: Cure light wounds, Silent image

Equipment:
Arrows x20
Backpack
Bedroll
Belt Pouch (containing 12sp)
Buckler
Cestus
Flint and Steel
Inkpen (but no ink and no journal)
Lantern (Bullseye)
Mace (Heavy)
Oilx3
Outfit (Traveller's)
Shortbow (Composite)
Signal Whistle
Studded Leather
Trail rations (5Days)
Waterskin

My Posting Habits:
I am online from about 10 a.m to late evening UK time and dip in and out of pathfinder throughout.


As promised I have updated the profile to show his current stat block and background, I will post here as well.

Stat Block via Hero Lab:
Jerrin Jain
Male Human (Varisian) Bard (Detective) 1
CG Medium Humanoid (human)
Init +3; Senses Perception +7
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 7 (1d8-1)
Fort -1, Ref +5, Will +4
--------------------
Offense
--------------------
Speed 20 ft.
Melee Dagger +3 (1d4+1/19-20/x2) and
Rapier +3 (1d6+1/18-20/x2)
Ranged Shortbow +3 (1d6/x3)
Special Attacks bardic performance (standard action) (7 rounds/day, bardic performance: countersong, bardic performance: distraction, bardic performance: fascinate (1 targets) (dc 13)
Bard (Detective) Spells Known (CL 1):
1 (2/day) Alarm, Charm Person (DC 14)
0 (at will) Prestidigitation (DC 13), Detect Magic, Sift, Unwitting Ally (DC 13)
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 8, Int 14, Wis 14, Cha 16
Base Atk +0; CMB +1; CMD 14
Feats Deft Hands, Weapon Finesse
Traits Brigand, World Traveler (Sense Motive)
Skills Acrobatics +0 (-4 jump), Bluff +7, Climb -2, Diplomacy +7 (+8 to gather information), Escape Artist +0, Fly +0, Intimidate +7, Knowledge (history) +6, Knowledge (local) +7, Perception +7, Profession (fortune-teller) +7, Ride +0, Sense Motive +8, Sleight of Hand +6, Stealth +4, Survival +2 (+4 to avoid becoming lost when using this), Swim -2; Racial Modifiers brigand
Languages Common, Dwarven, Elven, Varisian
SQ bardic performance: careful teamwork +1, eye for detail
Other Gear Leather armor, Arrows (40), Dagger, Rapier, Shortbow, Backpack (8 @ 15 lbs), Bedroll, Belt pouch (3 @ 2.5 lbs), Blanket, Compass, Fortune-teller's deck, quality, Marked cards, Trail rations (5), Vest, Waterskin, Wrist sheath, spring loaded (1 @ 1 lbs), 38 GP, 3 SP
--------------------
Special Abilities
--------------------
Bardic Performance (standard action) (7 rounds/day) Your performances can create magical effects.
Bardic Performance: Careful Teamwork +1 (Su) Bonuses to initiative, perception, disable device and against traps or while flat-footed.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (1 targets) (DC 13) (Su) One or more creatures becomes fascinated with you.
Brigand +1 Bluff, Diplomacy, Intimidate, and Sense Motive when dealing with brigands, theives, bandits, etc.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Eye for Detail +1 (Ex) You add half your bard level to Knowledge (local), Perception, Sense Motive, and Diplomacy(Gather Information) checks.
Fortune-teller's deck, quality +1 to Profession: Fortune-Teller or Profession: Medium

Background:
Jarrin Jain grew up in one of the nomadic Varisian groups that all place see from time to time. His parents were performers and Jarrin soon became facinated with the art of fortune-telling (or as is father put it, "Guessing the futures of people you never met before and never plan to see again.")

Jerrin quickly became very successful though his father took most of te profit from his act. Eventually Jarrin decided he had outgrown the travelling caravan shows and eloped with his sweetheart, Vissa, and made his own path. Word of his "powers" spread over time and eventually led him to settle down in the city of <DM's choice>, performing his craft for parties, nobles, and even honed his "pyschic" abilities for local law enforcement from time to time.

Things were going well in the confidence games Jain was playing. He soon had a nice home and was comfortably supporting his wife and newborn daugther, Eleeva. He was generally respected by the common folk but always had a suspicious eye cast upon him by those who had sharper minds than the simpletons that were easily deceived.

One day, Jarrin was asked to help turn the mood of the city after a series of serious and even deadly bandit raids had befallen the area. Jarrin agreed and put on quite the show, gallatly claiming that these bandits were living on borrowed time and assuring the masses that the raids and killing would stop since justice was soon at hand. Foolishly Jarrin named certain bands of outlaws by name, feeling his standing in society was enough to protect him from any harm. He was also naive enough to think that his words would never fall on the ears of these villains, so what was the harm?

The harm came a few nights later, when a viscious raid came storming through Jain's area of the city. His home was looted and then burned to the ground. Jarrin was at a high-society function working his craft for the nobility that evening and had no idea of what had happened while he was away. Returning that night, he found that not only his home was in ruin but also his life as two small burnt corpses had been brought out of the rubble.

Jerrin was devestated as any home-loving man would be. He could never prove or even know for sure who was responsible though he had gotten the message loud and clear. Jarrin lost focus and could not entertain like he had once done while greiving over his wife and daughter. Eventually Jain spent most of his nights in drink and self pity.

Slowly over time Jarrin found the strength to move on, however he knew he could no longer stay in the city anymore. He would become a traveller once more, taking what few belongings he had and head on out on the road to not only find peace, but perhaps himself. It is at this moment the Jerrin Jain has come to the adventure that now stands in front of him. A chance to forge a brand new life in a new, wild land waiting to be tamed. Surely a man with the talents of Jarrin Jain could find himself valuable in times like these.

**Note to GM: I have never played in Kingmaker so I do not know the city names or locations nearby, please feel free to adjust some of my background to better fit the AP. Let me know if there is any tweaking that can be made.**

Posting Habits:
I tend to post a few times a day and at least once in all 8 of my current games, sometimes even to insure that a story line keeps up with its momentum. I usually check in the morning, during lunch, and in the evenings. Please feel free to check on my games, if links are needed just let me know. I'll have no problem holding myself to your posting standards.

Errata:
I took a couple of skills like Perform and Knowledge for roleplay reasons, especially the profession of Fortune Teller. I did fashion this character somewhat from the mold of The Mentalist but more for a reason as to why he has the type of skills he has (bluff, sleight of hand, etc) and felt that the bard class might be better for using in the AP and not a rogue which would use similar skills. I took the Brigand trait since it best matched the nomadic Varisian, if you feel another would fit better let me know. I put a good bit of time into this but I'd love to flesh it out to match the AP more seamlessly if possible, I'm sure I missed an angle or two.


Updated List of Applicants

Wetscale - Lizardfolk Flowing Monk
Castor Antares - Half-Elf Cleric of Desna
Cedric - Human Paladin
Kurgan Grimtooth - Half-Orc Rogue
Rufus Fitzroi - Cavalier (Standard Bearer)
Jerrin Jain - Human Bard (Detective)
Brom Wolven - Human Barbarian (Scarred Rager)
Valymer Allariss - Elven Fighter
Cappi Brightonspinner - Halfling Rogue (Filcher/Knife Master)
Nidoran Duran - Dotting (Druid?)
Vors Garess - Human Barbarian (Invulnerable Rager)
Oterisk - Dotting (Draconic Sorcer?)
Dove Starstrider - Human Druid
Norean Medvyed - Human Enchanter
Dareon Lebeda - Human Wizard (transmuter)
Dylos - Dotting
WhtKnt - Half-Orc Paladin (Shining Knight)
Theod Garess - Human Ranger (Infiltrator, Dungeon Rover)
Dendarial - Elven Ranger
Anais - Aasimar Witch
Will Thatcher - Human Bard
Artos Melena - Human Bard

-------------
Brief and imperfect overview of what's been submitted thus far, acknowlwedging that a lot of this has to do with player preference.

Front
Monk
Paladin x2
Cavalier
Barbarian x2
Fighter
Ranger (melee)

Range
Ranger

Skills
Rogue x2
Bard x3

Divine
Cleric
Druid

Arcane
Enchanter
Witch
Wizard

Undecided
3

**Edited with leinathan's character update**


Here's my submission, the curious noble scion. I have a question - will we be using the revised campaign rules from Ultimate Campaign? I just recently procured this book and it'd be awesome if we used them.

Dareon Lebeda
Male Human wizard (transmuter) 1
NG Medium Humanoid (human)
Init +2; Senses Perception +2
EXP: 0

--------------------
DEFENSE
--------------------

AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 7 (1d6+1) Current: 7/7
Fort +1, Ref +2, Will +2
--------------------
OFFENSE
--------------------
Spd 30ft.
Melee dagger -1 (1d4-1/19-20)
Ranged light crossbow +2 (1d8/19-20)
--------------------
STATISTICS
--------------------
Str 8, Dex 14, Con 12, Int 20, Wis 10, Cha 13
Base Atk +0; CMB -1; CMD 11
Feats Scribe Scroll, Spell Focus (transmutation), Spell Specialization (burning disarm), Alertness (when familiar is within reach)
Traits Noble Born (Lebeda), Eldritch Delver
Skills Appraise +9, Knowledge (arcana) +9, Knowledge (dungeoneering) +10, Knowledge (history) +10, Knowledge (nature) +9, Knowledge (nobility) +9, Linguistics +9, Spellcraft +9
Languages Common, Sylvan, Dwarven, Elven, Giant, Goblin, Draconic, Aklo
SQ arcane bond (hawk familiar)
Combat Gear dagger, light crossbow, crossbow bolts (10); Other Gear masterwork backpack, candle (10), bedroll, scroll case (2), wizard's spellbook, trail rations (4), adventurer's record book, waterskin, scholar's outfit, 15 gp, 8 sp

Encumbrance:
LIGHT: 30 MEDIUM: 60 HEAVY: 90
CURRENT: 35 (MEDIUM)
--------------------
SPELLCASTING
--------------------
Specialization School: Transmutation
Prohibited Schools: Enchantment, Illusion

Spellbook (27/100 pages):
0th - resistance, acid splash, detect magic, detect poison, read magic, dancing lights, flare, light, ray of frost, spark, bleed, disrupt undead, touch of fatigue, mage hand, mending, message, open/close, arcane mark, prestidigitation
1st - endure elements, shield, mage armor, grease, burning disarm, identify, magic missile, enlarge person

Fluff:
Appearance: Dareon is a human man of middling height, but he makes up for his lack of stature with vigor - he's almost always moving, whether it be physically or mentally. He wears square-rimmed glasses that get tucked underneath his brown hair, and wears the clothing of a scholar to show his learned side.

Background: Born to a minor offshoot of the Lebeda family, Dareon lived in relative comfort and plenty for much of his formative years. Unlike his brothers and sisters, however, he was the youngest child of the family - he was, relatively speaking, neglected and not really expected to do anything in the family business. He was not necessary, as he was the least-readily-available son to actually do work.

As a result, he was free to do more or less whatever he wished. His teenage years were wild, as teenage years are wont to be, and Dareon was far from responsible, and he earned the ire of his family patriarch. Dareon could care less, and continued gallivanting. If he had continued for long, there was no doubt that the patriarch would have issued some sort of ultimatum, forcing him to stop or be cut off, but Dareon and fate had a different meeting. One night, in a tavern, (when he was first getting there, and thus not quite too drunk) Dareon met the most wonderful bard he'd ever met. The man charmed every woman, out-bravadoed every man, and told the most wonderful stories Dareon had ever heard. Dareon remained in that tavern for hours, listening to the man tell stories of massive Thassilonian monuments, daring battles with stone giants, ogre hillbillies, and ancient wizard-kings, and daring chases through city streets to rescue damsels, and when the bard had to retire for the night, Dareon walked home in a wondrous daze, his mind filled with visions of glory. The very next day, he went to his father to ask for lessons. When his father asked him what sort of lessons, he replied "Adventuring lessons!" His father laughed in his face, telling him that he lacked the physical acuity to be a good fighter, and that no magical lessons would be given until Dareon cleaned up.

The humiliation Dareon felt at being shamed by his own father - especially after he was so sure of the visions he'd seen of his certain adventuring future - filled him with misplaced rage at his family. How dare they impair him? He resolved to become an adventurer all on his own and if they had a problem with it...who needed them?

Well, it turns out procuring arcane training without money while simultaneously being a binge drinker is much more difficult than Dareon thought, and after a few months he was forced to return, shamefaced, to his parents (especially following a certain incident involving a barrel of ale, a wizard's spellbook, and a treatise on the care of carbuncle pets). To his surprise, they received him warmly, and offered to hire not only an alchemist to help him get over his alcoholism, but a wizard tutor to teach him the rudiments of arcane magic.

It is a testament to Dareon's stubbornness that even with his family's full support, it was still mind-numbingly difficult to complete his lessons, and it took the build-up of years of discipline and getting over his addiction before he finally started getting it. Once he did, however, he took to wizardry with a ferocious tenacity, and grew into proficiency quickly. Even through the years of discipline, he never lost his curious nature or his yearning to explore - that was what saw him through the lessons - and when a call went out for explorers to chart an unexplored frontier, Dareon nearly cried with happiness at the opportunity. He immediately presented himself to the Lord-Mayor in Restov, books and glasses and boundless energy in hand.

Personality: In another life, born anywhere near a Lodge, Dareon would have been a Pathfinder. Instead, he was born the minor son of a noble family in rugged Rostland, and his only desire is to explore and find new knowledge. Nearly his entire concept of adventuring is based off of books that he's read about it, reports of the most heroic and successful adventurers, and he takes those stories to heart, approaching exploring and adventuring with a zeal and energy that cannot be rivaled. Not only is he energetic and eager, but he's happy about it. He viscerally enjoys the sensation of new sights and sounds and smells, and likes to share his enjoyment with others.

Feel free to ask if you've got any questions.


Dylos here, came up with a name, but I have a few questions before I go further. These questions are more about planning out my character beyond first rather then building at first.

1. Leadership, will it be legal? I ask this because I'm interested in possibly pursuing the Noble Scion Prestige class, which heavily involves leadership.
2. Will there be the possibility of potentially joining a Spellcasting Guild, and reaping the benefits as listed in Inner Sea Magic? I'm asking this for several reasons, but mainly I am interested in the increased caster level boost, if you don't have access to ISM, here is the corresponding text.

Spellcasting Guilds:
Eclectic Training (5 Fame): Guilds often require members to master and train in different subjects. When your Fame score in a guild reaches 5, choose one spellcasting class you have at least 1 level in—you increase your effective caster level in that class (including the number of spells you know and can cast per day) by +1, to a maximum caster level equal to your total Hit Dice. Single-classed spellcasters should still pick a class to which this bonus applies, since this bonus is retroactive.
Senior Guild Member (20 Fame): You have become a senior member of the guild. Select a category of magic item (such as magic armor, magic weapon, rod, or staff ) that has an association with your guild (if no association seems appropriate, select wondrous item). Using guild contacts, you can gain a 10% bonus on the amount of money you make selling these items.
Esoteric Training (35 Fame): The bonus to caster level you gain from Eclectic Training increases to +3 (but is still limited by your total Hit Dice). You may select a second spellcasting class to gain a +1 bonus to effective caster level.
Guildmaster (50 Fame): You become one of the masters of your guild, and no longer need to pay tuition—every time you would normally pay tuition, you instead earn that amount of gold as your salary.

3. Would you consider Lebeda a Noble House of the Arts, Lore, Magic, Peace, or War this has to do with the Noble Scion feat in Inner Sea World Guide,
Noble Scion:
You are a member of a proud noble family, whether or not you remain in good standing with your family.
Prerequisites: Cha 13, must be taken at 1st level.
Benefit: You gain a +2 bonus on all Knowledge (nobility) checks, and that chosen Knowledge skill is always considered a class skill for you.
When you select this feat, choose one of the benefits listed below that matches the flavor of your noble family. Work with your GM to ensure that your choice is appropriate.
Scion of the Arts: You gain a +1 bonus on all Perform checks, and Perform is always a class skill for you. If you have the bardic performance ability, you can use that ability for an additional 3 rounds per day.
Scion of Lore: You gain a +1 bonus on all Knowledge skills in which you have at least 1 rank.
Scion of Magic: You gain one of the following languages as a bonus language: Abyssal, Aklo, Celestial, Draconic, Infernal, or Sylvan. Once per day, as a free action, you can gain a +2 bonus on any Spellcraft check you make. You must spend the free action to gain this bonus before you make the check.
Scion of Peace: Whenever you take 10 on a Wisdom-based skill, treat the result as if you had rolled a 13 instead of a 10.
Scion of War: You use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier.

Basically, I'm making Lebeda character with either the Bastard or Noble Born campaign trait, considering a bard who later becomes a Noble Scion, but I'm classist against non-full spellcasters, I may instead choose a full spellcaster class (wizard is not likely, its too restrictive for me) but I'm still interested in the Noble Scion PrC, and it'd hurt more for a full caster.


^ To the creator of Winifred Lebeda, I have a few points to make about your character.

First of all, a non-caster class would likely be the best choice for Noble Scion, as you're likely to be getting only 5 levels of the class, and you're just going to fall behind as a caster. Might I suggest Paladin, Cavalier (Emissary), or Rogue for your starting class? You would lose out on less long-term. Rogues don't necessarily have to be blades in the darkness, and this is the class that I think works best. Perhaps the Charlatan or Rake archetype.

Secondly, in this adventure path, it's likely that you don't need to be Noble Born or a Bastard to enter this PrC, as you literally become the nobility of a new nation. If another trait is better suited, take a different one.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

@Winifred: There is a spellcaster's guild in the River Kingdoms...
But it's in Daggermark, which is practically on the other side of them from where we are.


leinathan wrote:

^ To the creator of Winifred Lebeda, I have a few points to make about your character.

First of all, a non-caster class would likely be the best choice for Noble Scion, as you're likely to be getting only 5 levels of the class, and you're just going to fall behind as a caster. Might I suggest Paladin, Cavalier (Emissary), or Rogue for your starting class? You would lose out on less long-term. Rogues don't necessarily have to be blades in the darkness, and this is the class that I think works best. Perhaps the Charlatan or Rake archetype.

Secondly, in this adventure path, it's likely that you don't need to be Noble Born or a Bastard to enter this PrC, as you literally become the nobility of a new nation. If another trait is better suited, take a different one.

I'm aware of both of these points, and actually Noble Scion works rather well with Bard, since it can increase the spellcasting and the level for performance.

I like the benefit from Lebeda Noble Born in all honestly, and my previous character I made for KM was also Lebeda.

Irnk, Dead-Eye's Prodigal wrote:

@Winifred: There is a spellcaster's guild in the River Kingdoms...

But it's in Daggermark, which is practically on the other side of them from where we are.

Doesn't mean I couldn't be part of that guild or a different guild. Guilds can have branches, and upon the founding of a new Kingdom a guild might want to spread it's influence.


Winifred Lebeda wrote:
leinathan wrote:

^ To the creator of Winifred Lebeda, I have a few points to make about your character.

First of all, a non-caster class would likely be the best choice for Noble Scion, as you're likely to be getting only 5 levels of the class, and you're just going to fall behind as a caster. Might I suggest Paladin, Cavalier (Emissary), or Rogue for your starting class? You would lose out on less long-term. Rogues don't necessarily have to be blades in the darkness, and this is the class that I think works best. Perhaps the Charlatan or Rake archetype.

Secondly, in this adventure path, it's likely that you don't need to be Noble Born or a Bastard to enter this PrC, as you literally become the nobility of a new nation. If another trait is better suited, take a different one.

I'm aware of both of these points, and actually Noble Scion works rather well with Bard, since it can increase the spellcasting and the level for performance.

I like the benefit from Lebeda Noble Born in all honestly, and my previous character I made for KM was also Lebeda.

Irnk, Dead-Eye's Prodigal wrote:

@Winifred: There is a spellcaster's guild in the River Kingdoms...

But it's in Daggermark, which is practically on the other side of them from where we are.
Doesn't mean I couldn't be part of that guild or a different guild. Guilds can have branches, and upon the founding of a new Kingdom a guild might want to spread it's influence.

Yeah, at fifth level you get +2 levels of bardic performance OR +1 level of spellcasting.

I wasn't saying it wasn't possible, but I was more warning you that your character won't necessarily be powerful.


leinathan wrote:

Yeah, at fifth level you get +2 levels of bardic performance OR +1 level of spellcasting.

I wasn't saying it wasn't possible, but I was more warning you that your character won't necessarily be powerful.

Both actually, you pick two at once.

But falling behind as a caster is what makes guilds nice, as they can give +3 to caster level, see my previous spoiler.


Seem to be rather low on the divine and Arcane applications. Makes me wish I'd posted my Druid or sorceror build.
Plenty of front line applications, though.


@Dylos - Personally, I find Leadership to be cheese. I've never once seen a player take this feat where it either wasn't abused or didn't cause a lot of balance problems within the game. From skill-monkey lackeys to wizards sitting back in town cranking out magic items, it's always been abused. My gut reaction is, no leadership...

Now, having said that, this is Kingmaker, and if folks didn't know already, you are going to try to build a living and breathing kingdom, complete with hirelings, staff officers, and so forth. So, I'm also inclined to listen to what your ideas for the feat will be. Send me a PM and we can discuss. If I think your goal isn't game breaking I'll allow it.

And as far as guilds and fame go, that isn't something I've considered for the campaign and might not even be available. So don't build a character around the idea. You are going to be out in the woods, slogging through mud and killing bandits. No one around for miles. You aren't going to get famous quickly. I think Fame and Prestige make sense for Kingmaker, and I'm actually ashamed I didn't figure the mechanics into my idea for the campaign, but for now let's leave that part as an unknown until I make a decision there.

And folks, let me do the criticism on this thread please. Don't pick apart someone's character just because you think they can do better. A lot of people build characters around an idea, not just what makes the best sense from a mechanics standpoint.


As mentioned in the other thread, I'm greatly enthusiastic about finding a home for Keldrianne.

I'm able to check the forums and post daily, excepting days like the past few, where I was out of town without access to internet. Those should be very rare, however.

Lantern Lodge

Winifred Lebeda wrote:
leinathan wrote:

Yeah, at fifth level you get +2 levels of bardic performance OR +1 level of spellcasting.

I wasn't saying it wasn't possible, but I was more warning you that your character won't necessarily be powerful.

Both actually, you pick two at once.

But falling behind as a caster is what makes guilds nice, as they can give +3 to caster level, see my previous spoiler.

If all you're worried about is falling behind by a couple of caster levels you could just take the arcane talent trait which gives you +2 caster level up to your HD doesn't give you new spells but adding power to your spells doesn't hurt.


Hordshyrd wrote:
Winifred Lebeda wrote:
leinathan wrote:

Yeah, at fifth level you get +2 levels of bardic performance OR +1 level of spellcasting.

I wasn't saying it wasn't possible, but I was more warning you that your character won't necessarily be powerful.

Both actually, you pick two at once.

But falling behind as a caster is what makes guilds nice, as they can give +3 to caster level, see my previous spoiler.

If all you're worried about is falling behind by a couple of caster levels you could just take the arcane talent trait which gives you +2 caster level up to your HD doesn't give you new spells but adding power to your spells doesn't hurt.

I'm honestly not that worried about falling behind in the casting levels if I do play a bard, it'd be nice to have the casting levels but frankly if there was a paizo archetype that eliminated the casting all together from the class, I'd heavily consider it. The character might be a rogue, but likely a more charismatic rogue if so, I need to look through rogue archetypes.

If I wasn't already playing a cavalier in another pbp, I might consider building one, but I'd be worried about the two characters being too similar in builds mechanically.


Would like to propose Hadin Cassoren I'd have to work on his build, as he's done with 20 points and not 25.

Liberty's Edge

Could we please keep this on topic, there is a whole advise forum to discuss character generation and options.

Sorry to step on your toes GM, just continuing to size up my competition and feeling some characters may get lost in the conversation.


After reading over the Kingmaker Player's Guide, I decided to make Dove a Menhir Savant Druid given all of the "winkwinknudgenudge" stuff I read about the presence of the Fey in the Greenway. It would make sense for somebody high up in Brevoy to want to send (something of) a Fey expert to help reclaim a known Fey invested area.

Lantern Lodge

Just going through the player companion for kingmaker, figured I'd update my crunch. Polished a bit, added equipment, spells and a kingmaker trait.

Nuts and Bolts:

Anais
Female Aasimar (Alternate traits - Halo=No Darkvision, Scion of Humanity=No Celestial base language alters type, Truespeeker=Replaces skilled)

N Medium Outsider (Native), Humanoid (Human)
Witch 1
Abilities
STR 10 (0) DEX 13 (+1) Con 12 (+1) Wis 15 (+2) INT 18 (+4) Cha 12 (+1)

Defense
AC:11 (10 +1DEX) Touch 11 Flat-Footed 10
CMD 11 (+1DEX)
Hit Points 8 (d6+1Con+1Favored Class)
Fortitude +2 (+1Con +1 Trait)
Reflex +1 (DEX)
Will +4 (2class+2WIS)
Acid/Cold/Electrical Resistance 5

Offense
Speed 30ft

Traits
Resiliant: +1 Fortitude
Pioneer - +1 survival and Horse. (backstory isn't the same as the trait but I figure the effect could be about the same)

Skills (2+4Int)
Appraise: 5
Perception: 3 (+3 in shadows or darkness)
Profession (Fortune Teller): 6
Sense Motive: 5
Spellcraft: 8
Survival: 4
Languages: Common, Galtan, Elven, Halfling, Sylvan

Feats:
Dodge
Hexes:
Healing Hex
Spell like Abilities
At Will: Light
1/Day: Daylight
[Spells known]
0-Level Witch Spells— arcane mark, bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, putrefy food and drink*, read magic, resistance, spark*, stabilize, touch of fatigue.
1st-Level Witch Spells—cure light wounds, identify, obscuring mist, mage armor, Interrogation, Frostbite, Cause Fear

Familiar
Owl
N Tiny animal

Init +3; Senses low-light vision; Perception +10

Defense
AC 16, touch 15, flat-footed 13 (+1 Natural Armor, +3 Dex, +2 size)
hp 4
Fort +2, Ref +5, Will +4

Offense
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.

Statistics
Str 6, Dex 17, Con 11, Int 6, Wis 15, Cha 6
Base Atk +0; CMB +1; CMD 9

Feats Weapon Finesse, Alertness, improved evasion, share spells, empathic link

Skills Fly +7, Perception +10, Stealth +15; Racial Modifiers +4 Perception, +4 Stealth

Equipment
Peasant's outfit
Signet ring (damaged and illegible)
Horse
Wagon (light)
2 candle lanterns with 20 candles
Spell Component Pouch
3 Belt Pouches
Abacus
Merchant's Scale
Bedroll
Blanket
Common Survival Kit
Cooking kit
Cauldron
Ink
Journal - Ledger
Scrivener's kit
10 sacks
150ft of rope
30days trail rations
30days Animal Feed
3 gold 63 silver 100 copper


Updated List of Applicants

Wetscale - Lizardfolk Flowing Monk
Castor Antares - Half-Elf Cleric of Desna
Cedric - Human Paladin
Kurgan Grimtooth - Half-Orc Rogue
Rufus Fitzroi - Cavalier (Standard Bearer)
Jerrin Jain - Human Bard (Detective)
Brom Wolven - Human Barbarian (Scarred Rager)
Valymer Allariss - Elven Fighter
Cappi Brightonspinner - Halfling Rogue (Filcher/Knife Master)
Nidoran Duran - Dotting (Druid?)
Vors Garess - Human Barbarian (Invulnerable Rager)
Oterisk - Dotting (Draconic Sorcer?)
Dove Starstrider - Human Druid (Menhir Savant)
Norean Medvyed - Human Enchanter
Dareon Lebeda - Human Wizard (transmuter)
Winifred Lebeda - Dotting
WhtKnt - Half-Orc Paladin (Shining Knight)
Theod Garess - Human Ranger (Infiltrator, Dungeon Rover)
Dendarial - Elven Ranger
Anais - Aasimar Witch
Will Thatcher - Human Bard
Artos Melena - Human Bard
Keldrianne - Human Ranger
Hadin Cassoren - Human Paladin

-------------
Brief and imperfect overview of what's been submitted thus far, acknowledging that a lot of this has to do with player preference.

Front
Monk
Paladin x3
Cavalier
Barbarian x2
Fighter
Ranger (melee)

Range
Ranger x2

Skills
Rogue x2
Bard x3

Divine
Cleric
Druid

Arcane
Enchanter
Witch
Wizard

Undecided
3


I don't know how you do it, Mug. That's the second time I decide to update the applicant list to help out and you post it just a minute before. Are you some kind of Psion, or perhaps a diviner?


Great minds Castor, great minds think alike. :)

.... Although, by the same logic, stupid minds probably think alike as well. Hmmm. ;)


They certainly do.

Well... my int is 12, I don't know about yours.


10... yikes. Not looking good for us.


My wisdom's high, does that count for something?


I don't know... My strength is high, maybe the muscle has squirshed my brain so much it's forced it into a psionic wavelength between you and I?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Good Lord! I'm still the only person to post a Cavalier?!

I mean, I know the Captain specifically stated he prefers CRB Classes, but really?

Actually, looking back over the list there is only one other non-CRB class on it, so I guess that makes more sense. This AP just seems like it's all but made for the Cavalier though, especially the higher levels.


Looking for some competition are you? :)


Irnk, Dead-Eye's Prodigal wrote:

Good Lord! I'm still the only person to post a Cavalier?!

I mean, I know the Captain specifically stated he prefers CRB Classes, but really?

Actually, looking back over the list there is only one other non-CRB class on it, so I guess that makes more sense. This AP just seems like it's all but made for the Cavalier though, especially the higher levels.

A little shocked as well. Tons of overland travel, kingly tournaments to hold, festivals to throw, wenches to bed, foul beasties to slay, and a single cavalier. Even paladins haven't made a huge appearance, and they have Kingmaker written across their foreheads.

But man, we are swimming in bards! :)


Figures that I would decide to roll my first bard when everyone else rolls one also. :)

Liberty's Edge

I thought about making a Paladin, but their codes can be so subjective, I didn't want to play 200 questions with the GM about morality.

Lantern Lodge

Will Thatcher wrote:
I thought about making a Paladin, but their codes can be so subjective, I didn't want to play 200 questions with the GM about morality.

Should have gone for the Cavalier then, one of their codes is actually serve yourself first and always make sure you get payed appropriately.

Liberty's Edge

Perhaps, but being new to Pathfinder, I don't have all the books, and won't play anything I don't have the book for.


No love for the PRD? :(

I have the thing perma-open, I'm in there so often.


Hordshyrd wrote:
Will Thatcher wrote:
I thought about making a Paladin, but their codes can be so subjective, I didn't want to play 200 questions with the GM about morality.
Should have gone for the Cavalier then, one of their codes is actually serve yourself first and always make sure you get payed appropriately.

Not sure what game you are basing that on, but that is hardly how any cavalier I have ever seen played operated. I believe the Order of the Cockatrice plays that way, but that is it.

Lantern Lodge

GM Captain Trips wrote:
Hordshyrd wrote:
Will Thatcher wrote:
I thought about making a Paladin, but their codes can be so subjective, I didn't want to play 200 questions with the GM about morality.
Should have gone for the Cavalier then, one of their codes is actually serve yourself first and always make sure you get payed appropriately.
Not sure what game you are basing that on, but that is hardly how any cavalier I have ever seen played operated. I believe the Order of the Cockatrice plays that way, but that is it.

I've never played with a cavalier but yeah order of the cocatrice, it's the first order on the list so it tends to draw the eye.

And just to note I did specify one of the codes was that way.


I know the field for melee is crowded, but Lucius here is my submission for this game. This character would work particularly well with other characters either of the Lededa family, or associated with them, though it's not strictly necessary.

As for me, I generally post once a day, sometimes twice. The last few weeks have been busy as an educator, but with summer fast approaching things should be returning to normal. I've been playing D&D and now Pathfinder (I hated 4e) for about twenty years. In the past six months, I've really enjoyed participating in a variety of PbP's, but have really desired to get in on a Kingmaker game.

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