Here Be Tryants: A Kingmaker saga.

Game Master Joy


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At this rate Darius we will just need to start our own game, that's 2 for 2 lol.


Zaeos The Hunter wrote:
At this rate Darius we will just need to start our own game, that's 2 for 2 lol.

would seem that way. Well, if nobody likes me, I guess I can live with that.

@Soren

congratulations to you, but since you won I was trying to learn from your build and a couple questions popped up.

Composite Longbow(+2) in SRD is listed as costing 300 GP, so I wonder how you managed to afford this with your starting money of 175(slayer average)+100(brigand)?

You have 13 HP, which is 10 max + 2 con + 1 favored class.
But you also have 10 skills with ranks, which is 6 class + 2 int + 1 human + 1 favored class?

I already made a mistake analysing Zaeos Sheet so I guess I don't see something there but I can't really understand it so would be really sweet if you could explain it, thanks.


Max gp so slayer plus brigand is 400gp.

Don't know about skills, one might be untrained.

Well have fun guys, DM feel free to PM me if you get openings again.


Zaeos is correct about the starting gp. As far as skills, I had swim on there as an untrained skill from a society game that had a lot of swimming. I just didn't erase it when I copied the character over.


Soren Bowman wrote:
Zaeos is correct about the starting gp. As far as skills, I had swim on there as an untrained skill from a society game that had a lot of swimming. I just didn't erase it when I copied the character over.

Thanks a lot ^_^

See, i totally mixed up the starting wealth thing with another campaign. Only had spent 175 on that trashed build.

Was sure the skills were all too high to be untrained, too(as in, no "2" there).

But thanks for helping out there. Much appreciated, I need to get a lot better at designing, obviously.


Zaeos still would have won the race to the trade post. Just saying.


Zaeos The Hunter wrote:
Zaeos still would have won the race to the trade post. Just saying.

Sure, you took the Run Feat *gg*

Would have depended on Dice Rolls, still.
While you took frontloaded Archetypes, nothing was as clear there, plus your survivability is rather...low. :D
But we will never know. Guess I'll see you in some other thread, where I'll bring yet another character.


Oh well, was going to get the character sheet done this afternoon. Good luck all, enjoy subjecting the Stolen Lands to your will.


Darius you seem like a nice guy, be a little less helpfully critical and you'll make better impressions. Good luck in your search for playmates.


Sorry Arasmes(and others). I knew it could seem critical but I was refused already and really puzzled. I fully expected the mistake to be on my end, especially since he was picked and thus probably thoroughly inspected by GM beforehand.
I realize PM would have been the better choice here but half of the time I forget those are there(I do try to use them more, though).

Best of luck to you too. And sorry to everybody who I may have offended some way in-or-out of character here. Ever since Kingmaker came out I wanted to play it, never had a chance, so I may have been overly...involved, or emotional in this recruitment. Apologies for that since in retrospect I may have overstepped boundaries.


Greetings all, I am seeking a replacement for a recently departed cavalier for my Tyrantmaker game.

All the requirements are at the beginning of this thread. We are in need of a front-line, heavy armor type character.

You'll be coming in at 6th level with 16,000 gp. Max hit points for the first level and for every level after than you may either choose to take average or roll.

From the OP wrote:


Guidelines for Character Creation are:
- 25 point buy
- No Good alignment allowed
- Max hp at first level
- Classes allowed: All Paizo approved.
- Races allowed: Core races will get preference, but all may apply
- Traits: 3 total, one must be a campaign trait
- No 3rd party material allowed

Other things to note:

Your characters are supposed to be building a kingdom together, so your character should be able to get along with the rest of you party to accomplish the goals set for the group.

I am altering the Bastard campaign trait and allowing anything half human to take it.

I would like for anyone interested to be able to post at least once a day.


Might be interested. Any opinion on Hellknights?


Hellknights are allowed.


If it helps for choosing alignments, the party currently has three LE, one N and one LN.


Hmmmm… this seems interesting. And thinking it through gave me an interesting idea for a character: someone who demands obedience and submission from those around him. While it doesn't work with people, he somehow manages to command his surroundings to obey him instead. Mechanically, he'd be a Blighted Defender/Terrakineticist/Kinetic Knight Kineticist. However, I'd need your permission to actually combine those archetypes, as there are a few abilities that make it 'incompatible.'

Both Terrakineticist and Kinetic Knight alter Kinetic Blast, but Terrakineticist just changes it so the element changes depending on the terrain you're in, and Kinetic Knight makes it so you can only use Kinetic Blade instead of a ranged Blast. The logical combination would be to make it so the Blasts can only be used as a blade, the element of which changes with terrain.

All three do something with Elemental Defense. Terrakineticist just make it change with your terrain, Kinetic Knight only lets benefit from it when wearing armor, and Blighted Defiler replaces the standard Elemental Defense with its own thing. These are a bit trickier to fit together, but it would be easy to make it so that the Blighted Defiler ability (Stolen Strength) only works when wearing armor.

The last conflict is Omnikinesis, and admittedly that one doesn't have an easy solution. Both Terrakineticist and Blighted Defiler do their own thing. However, that's the level 20 ability, so if the campaign gets that far, we can figure it out then.

Anyway, that's just an idea that caught my attention. It seems like it would be fun to play/would work well with the party, and fill your missing role. If you want something more by-the-book, I can figure something out for that too. Just figured I'd ask on the off chance I got a go-ahead.


I would prefer to not alter archetypes.


Okay, no problem. Just figured I may as well ask. I'm thinking about going Paladin instead (either Tyrant Antipaladin or Vindictive Bastard Paladin), for a similar feel. How long will recruitment be open?


Recruitment will be open for one week.


If you've ever had an idea to play an evil knight, now's the time! The Kingdom also has an elite unit of knights called the Raven's Guard.


Out of curiosity, would you be accepting classes like hunter, or summoner, druids, with a tank animal companion? don't know if dotting just asking questions and seeing what options are.


No, I would rather not.


Wow. An evil Kingmaker game that has been running for three years with a very solid group. I am very impressed at your dedication, and intrigued at the twist on a classic adventure path. Color me curious.

I do have some questions before I proceed:

1) What party roles are currently filled? Obviously you're looking for a tough front-liner who's not afraid to take some hits, but what other roles are currently filled or lacking? What does each current member contribute? Is there a decided 'ruler' yet? What about other kingdom roles?

2) Where is the party at when it comes to kingdom building, and what kind of flavor for the kingdom have they run with? I want to understand the culture that the other PCs have created so I can build my character accordingly.

Edit: Added some more detail to above questions.


How long do you think you’ll keep recruitment open? I have an anti paladin concept I put together for a Hells Vengeance campaign that I’m trying to tweak.


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I plan to keep recruitment up for a week.

We do have a decided ruler, Alexander Orlovsky, whose class is a LE Bard.

The party member we are replacing had filled the role of Warden, but the rolls can be shuffled around with the NPC filled ones if needed.

List of Current Council Members:

Ruler = Alexander Orlovsky (PC)
Warden = Radomir Shax (The departing PC)
Grand Diplomat = Svetlana Leveton (NPC)
Councilor = Andrea (PC)
Marshal = Finnegan Rook (PC)
High Priest = Jhod Kavken (NPC)
Treasurer = Oleg (NPC)
Spymaster = Eduard Petrov (PC)
General = Kesten Garess (NPC)
Magister = Tartuk (NPC)
Royal Enforcer = Othniel Laurentius (PC)

We are currently running the last major encounter for book 2, so depending on how fast that goes the new PC might be joining at the beginning of book 3. We can just see what fits best storywise.


Thanks for the response! I have an idea for a fighter in the Raven's Guard who is a bastard of the Orlovsky family. Should give him some interesting tie-ins to the game.

HP Rolls for levels 2-6: 5d10 ⇒ (8, 4, 9, 8, 2) = 31


Sorry, two more questions...

First...

The Winds of Fate wrote:
I am altering the Bastard campaign trait and allowing anything half human to take it.

Would this include aasimar/tieflings coming out of human families, or no? Just working through the campaign traits and trying to weave one into a background story.

Second... I tried to run a search over this thread and couldn't find an answer, so if it's been asked and answered already, I apologize, but are you allowing/using background skills?

Thanks!


Yes for aasimar/tieflings coming out of human families. I would even let a Changeling take it too.

We are not using background skills.


I have returned with my character. Meet Marcus Orlovsky, aka Marcus the Dog. All of the details are in his profile. Please let me know if you have any questions/comments/concerns, and I always appreciate feedback!


We have made interesting friends! The have both the Kobolds and Mites as members and also the Dancing Lady is running our prison.


So, here's my submission. If selected, happy to tweak things based on how he would be introduced to the party. Good luck to all. Looks like a fun campaign.

Sir Arken:

Male angel-blooded aasimar (angelkin) antipaladin (tyrant, dread vanguard) 6 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder Player Companion: Champions of Corruption 22, Pathfinder RPG Advanced Player's Guide 118, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Intrigue 64)
LE Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +5
Aura cowardice (10 ft.), beacon of evil (30 ft.)
--------------------
Defense
--------------------
AC 22, touch 11, flat-footed 22 (+11 armor, +1 deflection)
hp 61 (6d10+24)
Fort +12, Ref +6, Will +10
Immune disease; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 nodachi +11/+6 (1d10+7/18-20) or
. . mwk cold iron heavy flail +11/+6 (1d10+6/19-20) or
. . mwk longsword +11/+6 (1d8+4/19-20)
Special Attacks channel negative energy 3/day (DC 16, 3d6), smite good 2/day (+3 attack and AC, +6 damage)
Antipaladin Spell-Like Abilities (CL 6th; concentration +9)
. . At will—detect good
--------------------
Statistics
--------------------
Str 19, Dex 10, Con 16, Int 12, Wis 10, Cha 16
Base Atk +6; CMB +10; CMD 21
Feats Armor Focus, Channel Smite, Power Attack
Traits armored rider, bastard, seeker
Skills Acrobatics -5 (-9 to jump), Bluff +7, Diplomacy +7, Handle Animal +7, Heal +2, Intimidate +12, Knowledge (religion) +5, Perception +5, Ride +2, Sense Motive +7; Racial Modifiers +2 Heal, bastard
Languages Celestial, Common, Elven
SQ cruelties (shaken, staggered), diabolic boon (weapon +1, 1/day), touch of corruption 7/day (3d6)
Combat Gear potion of cure moderate wounds (2), potion of enlarge person (2), potion of invisibility; Other Gear +1 dastard full plate, +1 heavy steel shield, +1 nodachi[UC], mwk cold iron heavy flail, mwk longsword, barbed pentacle of asmodeus, cloak of resistance +1, bandolier[UE], bedroll, belt pouch, blanket[APG], canteen[UE], masterwork backpack[APG], noble's outfit, silk rope (50 ft.), heavy horse (combat trained), bit and bridle, military saddle, saddlebags, 70 pp, 9 gp, 8 sp
--------------------
Special Abilities
--------------------
Antipaladin Channel Negative Energy 3d6 (3/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Aura of Cowardice -4 (10 ft.) (Su) Enemies in aura are not Immune to fear and take -4 to saves vs. fear effects.
Beacon of Evil (Su) Use touch of corr. :+1 AC, atk., dmg., save vs. fear
Channel Smite Channel energy can be delivered through a Smite attack.
Cruelty (Shaken, DC 16) (6 rounds) (Su) When you use your touch of corruption ability, you may also make your target shaken for 1 round per Antipaladin level.

You may only apply a single Cruelty ability to each use of touch of corruption, chosen when used.
Cruelty (Staggered, DC 16) (3 rounds) (Su) When you use your touch of corruption ability, you may also make your target staggered for 1 rd per 2 Antipaladin levels.

You may only apply a single Cruelty ability to each use of touch of corruption, chosen when used.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Good (At will) (Sp) You can use detect good at will (as the spell).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fiendish Boon (Weapon +1, 6 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Immunity to Disease You are immune to diseases.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Smite Good (2/day) (Su) +3 to hit, +6 to damage, +3 deflection bonus to AC when used.
Touch of Corruption (3d6 hit points, 7/day) (Su) As a standard action, touch channels negative energy and applies cruelties.

Background:

1) Five(+) Concept and Story Points
* Born to a countess of House Surtova, Arken's obviously planar nature gave his jealous father cause to doubt his paternity. He spent the first years of his life neglected and isolated from the rest of the family before finally being surrendered to an orphanage. While there, he was found and taken as a ward of an Iomedaen priest.
* Raised by the priest in a small chapel dedicated to the goddess, Arken was given a solid education and there was a great effort to teach him "proper" morals and values. However, he constantly struggled with his impatience and contempt for lesser "mortals". He knew better than his "elders" in the church. The impoverished and weak did not need handouts; they needed firm laws and limits imposed on them to push them into contributing to society instead of being a drain on it.
* As he was obviously "different", he frequently asked about his origins and birth family. The priest only gave him vague answers, saying he came from a noble family in Brevoy but had been disowned. "It is better to let go and look to the future than dwell on such things," he was told. Yet the counsel fell on deaf ears. He knew he was of noble birth but had been denied his birthright. He knew he was better and stronger than most humans, yet the tenets of the church would deny him that power. His jealousy and resentment grew daily.
* Near his 20th birthday, things finally came to a head and he assaulted the priest who had been as good as his father as any for nearly two decades. He beat the priest so severely, Arken was sure he killed the man. Arken fled the chapel and was excommunicated in absentia.
* Initially despondent, he took to liquor and mercenary work. He made his living for a decade as a common sellsword and occasionally street "tough". After a decade as a sell-sword, he was eventually hired by a Chelish priestess of Asmodeus for some bodyguard work. The priestess found him incredibly handsome but thought his drunkenness and lack of purpose repulsive. She managed to convert him into the faith and he began his training as an anti-paladin in the service of the Nine Hells and the Arch-Duke, Asmodeus.
* He has a zealot's conviction, craving the discipline and order found within the faith.
* The lack of a last name enrages him

2) Two Goals
* Become a Hell Knight
* Establish himself as a titled noble in his own right and, if possible, exact revenge upon his birth family

3) Two Secrets
* Known Only to Him: His zeal is rooted in occasional doubt; he sometimes does not believe in the wisdom of consorting with devils and finds the laws of many supposedly diabolic kingdoms (e.g., Cheliax) enforced in an arbitrary and capricious fashion. To compensate for these moments of doubt, he is even more cruel, trying to destroy those parts of his pysche.
* Unknown to Him: The Iomedean priest he thought he nearly killed was a childhood friend of his mother's, who had contacted the priest in the hopes he could give Arken a decent life. In fact, she always loved the boy and was crushed at having to give him up.

4) Three to Five NPCs
(Happy to have the names/identities tweaked to fit NPCs within the AP)
* Corica Cinnator -- The Asmodean priestess who converted Arken. He lost touch with her two years ago but feels a profound debt to her (and is somewhat in love).
* Zavar Khali -- The identity of the Iomedean priest he beat and old friend of his mother's
* Jaim Hightower -- An Iomedaen inquisitor who excommunicated Arken and recently discovered he had taken up the Asmodean faith

5) Three Key Memories
* His initiation into the faith as an antipaladin of Asmodeus, involving a blood sacrifice, contract, and priests of the faith threatening dire consequences for less than total loyalty
* His excommunication from the Church of Iomedae, filling him with hate and rage at hypocrisy and weakness
* Murdering a cleric of Sarenrae as part of his initiation into the Asmodean faith and a rejection of the prospect of "redemption"

Horse (name filled with malice and ill-boding TBD):

Horse, heavy (combat trained) CR –
Heavy horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +4; Senses low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 11 (+4 Dex, +2 natural, -1 size)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +5 (1d4+5), 2 hooves +0 (1d6+2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, Run
[b]Tricks
Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +4 (+8 to jump with a running start, +12 to jump), Perception +8
SQ combat riding
Other Gear bit and bridle, military saddle, saddlebags
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.


Oooh. So I just discovered the Insinuator Antipaladin archetype.... now that’s cool.


Current completed submission:
Marcus Orlovsky - Fighter
Sir Arken - Anit-Paladin

Following the week deadline given, submissions will close Tuesday evening and I will either announce the replacement that same evening or Wednesday morning.


Id love to get back into PBP and Kingmaker is a great game that I've never gotten to play in. I GMd about halfway through the second book for an in person group that ultimately fell through. Id love to be a part of this.

I initially considered making a Cleric to be a frontliner but I noticed you have one and I believe an Oracle too which is a lot of Divine casting. Instead I switched it up and went in a totally different direction with Swashbuckler. While not a heavy armor wearer their AC is pretty good and most of all they have great defenses with Parry and Riposte. I also went with Improved Dirty Trick and Stand Still which will allow me to shut down enemy movement by being a scumbag duelist in close combat. So I can fill a tanking type role as much as that can be done in pathfinder.

I've filled out the sheet and a brief background on this profile name but I might be adding to it some to flesh things out a bit more before the deadline. Wanted to get this up for now though.


If you are talking about 'Ayako' I believe I accidentally posted using an alias from another game. No oracles.


Ahh~ Oh well two clerics would have been a bit overkill. Especially because I was considering also going Urgathoa and focusing on melee touch spells and raising undead to be meat shields. Im pretty happy with what I came up with since it doesn't step on any toes with what it does.

Silver Crusade

Would an Armored hulk barbarian work? Let me whip up a backstory and stats


Hi STR Ranger here.

I took a long hiatus from gaming but Andrea1 can vouch for my play and post style.

Grimm will need to be retooled a little but a spiked armored Raging Greatsword swinging inquisitor of Gorum should work

Silver Crusade

Here's Gark, Armored Hulk Barbarian:

Gark:

Gark
Male half-orc barbarian (armored hulk) 6 (Pathfinder RPG Ultimate Combat 28)
CN Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 21, touch 11, flat-footed 21 (+10 armor, +1 deflection)
hp 54 (6d12+12)
Fort +7, Ref +2 (+1 bonus vs. trample attacks), Will +3
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 45 ft. (35 ft. in armor)
Melee +1 furious nodachi +8/+3 (1d10+11/18-20) or
. . armor spikes +7/+2 (1d6+7)
Special Attacks rage (22 rounds/day), rage powers (guarded life[APG], intimidating glare, strength surge +6)
--------------------
Statistics
--------------------
Str 17, Dex 11, Con 15, Int 10, Wis 13, Cha 16
Base Atk +6; CMB +8 (+10 overrun); CMD 20 (23 vs. overrun)
Feats Improved Overrun, Power Attack, Raging Vitality[APG]
Traits bloody-minded, brigand, cruel rager
Skills Acrobatics -1, Climb +2, Handle Animal +7, Intimidate +15, Knowledge (nature) +4, Perception +10, Ride -1, Survival +10, Swim +2; Racial Modifiers +2 Intimidate, brigand
Languages Common, Orc
SQ indomitable stance, orc blood, resilience of steel
Combat Gear wand of enlarge person; Other Gear +1 armor spikes full plate, +1 furious nodachi[UC], ring of protection +1, 2,190 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Guarded Life (6 hp) (Ex) If reduced below 0 hp, convert some damage to non-lethal and auto-stabilize.
Improved Overrun You don't provoke attacks of opportunity when overrunning, and foe can't choose to avoid you.
Indomitable Stance (Ex) +1 to Reflex vs. trample & to hit, dam, and AC vs. charging foe.
Intimidating Glare (Ex) As a move action while raging, demoralize vs. adj foe with extended duration.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (22 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Resilience of Steel +2 (Ex) Gain bonus to AC vs. a foe's critical confirmation rolls.
Strength Surge +6 (1/rage) (Ex) As an imm action, gain a bonus to one STR check, CMB or CMD.
--------------------
"Found" as an infant and raised by mecenaries and brigands in the River Kingdoms, Gark has known no other life besides combat. He suspects that his parents(who he has no memory of) were killed by the first band that raised him, but he was sold and traded around too many times before he was old enough to think to ask questions about his past, and doesn't remember their name. The only thing he has is his name, whether that was given to him by his parents, or a later "family", he doesn't know.

He was set free when he came of age, as slavery is banned in the River Kingdoms, and continued his life as a wandering mercenary and bandit. Recently, however, he has made too many enemies in the Kingdoms, and has moved north to the new Barony in the Stolen Lands, seeking employment.

Gark is an independent minded half-orc. While he can follow orders and work with a team, he chafes under close supervision and micromanagement. He performs much better when given a longer leash, and freedom to accomplish goals in his own way.

What about HP after 1st level? I just put sixes for now.


If there is any confusion, the current classes we have in the party are: Bard, Arcanist, Cleric, Slayer and Rogue.

For HP after 1st you may either take average or roll.


Interested and will adjust soon.


Dice:
HP: 5d10 ⇒ (8, 2, 9, 8, 3) = 30

I'll take it.

Working on a pure fighter 6. Had considered some form of hellknight for the future, but likely just gonna stick fighter. Will work on this as the day progresses.

He has now become a Drill Sergeant archetype, because why not. More fun stuff.


Current completed submissions:
Marcus Orlovsky - Fighter
Sir Arken - Anit-Paladin
Gark - Barbarian

Recruitment will end this Tuesday evening.


Character is adjusted except for magical items which I will add soon.


Current completed submissions:
Marcus Orlovsky - Fighter
Sir Arken - Anit-Paladin
Gark - Barbarian
Hjorleaf Asvidrson - Fighter


Stats and story in profile.


Best of luck all!


I thank you all for your submissions.

Would Marcus the Dog please report to the Discussion thread.


Heel!

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