Karlgamers (Kingmaker)

Game Master Karlgamer

Enter the Stolen Lands, a wilderness claimed by nobles, bandits, and
beasts alike. Into this territory the fractious country of Brevoy sends
its emissaries, tasking them with subduing the lawless folk and deadly
creatures that have made it a


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Grand Lodge

Hi would like to play in your Kingmaker campaign.

Chatacter’s name: Elros the Second, Son of Godfrey

In short, Elros is going to be a Wizard specialise in the arcane school of Conjuration, Infernal Binder. He’s going to be mainly supporting, aiming to do some battlefield control, some enemies debuffing, ally buffing and extremely minor amount of blasting. He’s faithful to his companion/party and believes that he should be valued as a team member and that he’s a useful member of the party, despite not doing any damage during combat. He dislikes people that brag about how powerful they are and during combat, he would avoid buffing the “powerful” person just to get back at the person.

I’ve also changed the google document to show the time that I’m available, if you don’t mind and I’ve also look you up on skype, and messaged you, hopefully that is you, and you actually got my message.

I'll be doing my character soon using Hero Lab, I do have hamachi, but I have no concept of how maptool works would need help on that the next session, assuming on next Saturday 2pm your time.

Elros' back story:
Elros the Second, son of Godfrey, born and raised in the city of Egorian, his father Aldrich Godfrey is a professor of Conjuration in the University of Egorian. Elros’ talent in the Conjuration art is just as good and if not have a potential to overcome his father. Some call it genetics, but his father knew better.

Elros’ mother was pregnant with Elros when she first met Aldrich. Her husband then was beaten to death by a gang of Tiefling loan shark and she would probably be next if it wasn’t for Elros’ father coming to the rescue, apparently they failed to pay off the loan, and she would be no good to them considered she’s pregnant, so the best option they could think of was to kill them. Luckily Elros’ mother was saved by Aldrich, or a child prodigy would not be born.

Elros never gets to know his mother, as she died shortly after giving birth to him. Before she died however, she named her son Elros II after his biological father Elros. Despite not being related by blood, Aldrich raised Elros as his own son. Elros was taught the art of Conjuration, since he’s a child, however a child of Elf, a Young adult to Human. So when I say he graduated in the Egorian Academy of the Magical Arts at a young age, Elros is only 69 years of age.

Being a Human his father died 10 years later at the age of 106, most would say he lived a happy life and a painless death, but some say he’s fairly short lived for a wizard. Regardless, to Elros he’s the best a child could ask from a father. However with his father’s death, Aldrich’s grandson finally manages to kick Elros out of the House, and with the exact word: “Get out of our property, you stupid Elf! Our grandpa is dead and don’t think for a second that you would inherit any will, you’re just an adopted bastard.”

Just like that Elros was kicked out and assume a life of adventure.


Cool, I'm glad some people are posting again. The game will start this Saturday. Catch me on skype so we can make sure you can connect.

Lantern Lodge

Are you still taking applicants? If so I'd like to apply and I can make the Saturday time-block. I'll have a character down in a couple of days unless there is a specific role the party needs.


Sure I looking for a lot of people because I'm not sure how many will show up.

Grand Lodge

Elros' Character Sheet:
ELROS CR 1/2
Male Elf Wizard 1
NN Medium Humanoid (Elf)
Hero Points 1
Init +3; Senses Low-Light Vision; Perception +4
--------------------
DEFENSE
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 11 (1d6+4)
Fort +1, Ref +3, Will +3
Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike -2 (1d3-2/20/x2)
Ranged Longbow +3 (1d8-2/20/x3)
Wizard Spells Known (CL 1, -2 melee touch, 3 ranged touch):
1 (3/day) Enlarge Person (DC 16), Unseen Servant, Mage Armor (DC 16), Negative Reaction (DC 16)
0 (at will) Light, Prestidigitation (DC 15), Detect Magic
--------------------
STATISTICS
--------------------
Str 7, Dex 16, Con 12, Int 20, Wis 12, Cha 10
Base Atk +0; CMB -2; CMD 11
Feats Elven Weapon Proficiencies, Scribe Scroll, Toughness +3, Wizard Weapon Proficiencies
Skills Appraise +9, Bluff +1, Knowledge (Arcana) +9, Knowledge (Local) +9, Knowledge (Nature) +9, Perception +4, Spellcraft +9
Languages Celestial, Common, Draconic, Elven, Gnome, Goblin, Sylvan
SQ +3 to Bluff checks, Abjuration, Acid Dart (8/day) (Su), Conjuration, Elven Magic, Empathic Link with Familiar (Su), Enchantment, Hero Points (1), Share Spells with Familiar, Summoner's Charm (+1r) (Su)
Combat Gear Arrows (20), Longbow; Other Gear Backpack (3 @ 10 lbs), Bedroll, Blanket, Cured Leather, Pouch, belt (7 @ 3.92 lbs), Powder (3), String (50'), Waterskin, Wood
--------------------
SPECIAL ABILITIES
--------------------
+3 to Bluff checks You gain the Alertness feat while your familiar is within arm's reach.
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Acid Dart (8/day) (Su) 30' Ranged touch attack deals 1d6+0 Acid damage.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Elven Magic +2 racial bonus on caster checks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Summoner's Charm (+1r) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).

I'm also an Infernal Binder, However I don't have the license for the book that contains this or something on Hero Lab, but it's practically the same, with minor adjustment to the Conjuration school.


Updated my character, now with sheet and minor changes to the background.

Skype - Yes
Maptools - Yes
Timezone - GMT+2
Character role - Controller/Blaster
Available:
Sunday - Thursday, 6 PM - 2 AM (GMT+2)
Friday - Saturday, 9 AM - 3 AM (GMT+2)

My character submission is below. I am fine with longer game sessions, up to about 6 hours. 8 hours, from 2 PM to 10 PM Saturdays, might be pushing it.

Maximillian Dreiden
Human Sorcerer, Arcane bloodline
Character Traits: Reactionary, Rostlander

Spoiler:

Name: Maximillian Dreiden
Race: Human
Player: Igor
Classes: Sorcerer1
Hit Points: 10
Experience: 0 / 1300
Alignment: Neutral Good
Vision:
Speed: Walk 30 ft.
Languages: Common, Elven, Orc
Stat Score Mod
STR 10 (+0)
DEX 10 (+0)
CON 13 (+1)
INT 14 (+2)
WIS 10 (+0)
CHA 20 (+5)
-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Acrobatics 1 1.0 0 0
Appraise 2 0.0 2 0
Bluff 9 1.0 5 3
Climb 0 0.0 0 0
Craft (Untrained) 2 0.0 2 0
Diplomacy 5 0.0 5 0
Disguise 5 0.0 5 0
Escape Artist 0 0.0 0 0
Fly 0 0.0 0 0
Heal 0 0.0 0 0
Intimidate 5 0.0 5 0
Knowledge (Arcana) 6 1.0 2 3
Perception 3 1.0 0 2
Perform (Untrained) 5 0.0 5 0
Ride 0 0.0 0 0
Sense Motive 2 0.0 0 2
Spellcraft 6 1.0 2 3
Stealth 0 0.0 0 0
Survival 0 0.0 0 0
Swim 0 0.0 0 0
Use Magic Device 9 1.0 5 3

-------------------------- Feats ---------------------------
Improved Initiative
You get a +4 bonus on initiative checks.

Toughness
CMB Output
Alertness
You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Eschew Materials
-------------------- Special Abilities ---------------------

------------------------ Templates -------------------------

-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 10 / 10 / 10
Initiative: +6
BAB: +0
Melee tohit: +0
Ranged tohit: +0
Fortitude: +4
Reflex: +0
Will: +2
Unarmed attack:
to hit: +0
damage: 1d3
critical: 20/x2
Crossbow, Light:
to hit: +0
damage: 1d8
critical: 19-20/x2
range: 80 ft.
Dagger:
to hit: +0
damage: 1d4
critical: 19-20/x2
Dagger (Thrown):
to hit: +0
damage: 1d4
critical: 19-20/x2
range: 10 ft.
--------------------- Special Abilities --------------------

------------------------- Equipment ------------------------
Name QTY LBS
Bolts (Crossbow/10) 1 1lbs
Outfit (Traveler's) 1 5lbs
Backpack (17 lbs.)
Bedroll 1 5lbs
Flint and Steel 1 0lbs
Ink (1 oz Vial) 1 0lbs
Inkpen 1 0lbs
Parchment (Sheet) 10 0lbs
Rations (Trail/Per Day) 5 5lbs
Soap (per lb) 1 1lbs
Waterskin (Filled) 1 4lbs
Crossbow (Light) (4 lbs.)
Total weight carried: 28
Current load: Light
Encumbrance
Light: 33
Medium: 66
Heavy: 100
--------------------------- Magic --------------------------

Sorcerer Spells

Level 0
Detect Magic (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Concentration, up to 1 minutes [D] Range: 60 ft. Components: V, S
SR: No Effect: You detect magical auras. Target: Cone-shaped emanation
DESC: You detect magical auras.
Light (Evocation)
Saves: None DC: Casting: 1 standard action
Duration: 10 minutes Range: Touch Components: V, M/DF
SR: No Effect: This spell causes a touched object to glow like a torch. Target: Object touched
DESC: This spell causes a touched object to glow like a torch.
Prestidigitation (Universal)
Saves: See text DC: 15 Casting: 1 standard action
Duration: 1 hour Range: 10 ft. Components: V, S
SR: No Effect: Prestidigitations are minor tricks that novice spellcasters use for practice. Target: See text
DESC: Prestidigitations are minor tricks that novice spellcasters use for practice.
Read Magic (Divination)
Saves: DC: Casting: 1 standard action
Duration: 10 minutes Range: Personal Components: V, S, F
SR: Effect: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible. Target: You
DESC: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.

Level 1
Color Spray (Illusion)
Saves: Will negates DC: 16 Casting: 1 standard action
Duration: Instantaneous; see text Range: 15 ft. Components: V, S, M
SR: Yes Effect: A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Target: Cone-shaped burst
DESC: A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious.
Magic Missile (Evocation)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Medium (110 ft.) Components: V, S
SR: Yes Effect: A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. Target: Up to five creatures, no two of which can be more than 15 ft. apart
DESC: A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.

------------------------ Description -----------------------
Height: 6' 0" Weight: 145 lbs. Gender: Male
Eyes: Grey Hair: Brown,Short Skin: Tanned
Dominant Hand: Left Quirks:
Speech style: Quotable: By the Mysteries!

Maximillian is a Gnostic, a follower of the Mysteries, one of the lesser-known religions of the world. As Gnostics are generally monotheists and believe in a single universal animating force, the Mysteries, they have been persecuted by powerful religious authorities on Golarion for centuries. As such they rarely practice their faith in the open and try to remain hidden.

Originating from the remote village of Amdahl, Maximillian is the third son of a local noble. As the first son inherits the power and the estate, and the second son joins the military, the third sons are traditionally sent to be educated as priests. Maximillian was sent to the monastery of Wahlendorf at a young age to learn the classics and return as a full priest of the Mysteries later.

Priestly life did not, in fact, agree with Maximillian. His talent for sorcery bubbled to the surface, and his teachers at Wahlendorf tried to mold it into the proper wizardly practices. This, of course, failed. In the end, after several years of pranks, mischief and uncontrollable magical outbursts, the monks had enough and sent Maximillian out into the world.

Malicious gossip in Amdahl had held for generations that Dreidens were descended from demons or such; many ancestral Dreidens had held a touch of the otherwordly power about them and Maximillian is no exception. What the rubes of Amdahl and Maximillian himself do not know is that not one, but two powerful powerful spellcasters bred themselves into the Dreiden family line: a wizard and a witch, generations ago. It is rare that both those heritages would combine in one person, and Maximillian drew the (un)lucky straw.

Maximillian's trek through the world crossed many lands and many people; and he usually fled his current residence one step ahead of magistrates, city guards, creditors, religious fanatics and jealous husbands. His unusual luck finally ran out in the city of Kuth, where he was arrested after a mass brawl erupted in an inn where Maximillian was winning a card game for high stakes (with a little help of magic,
of course). The authorities in Kuth proved particularly resistant to that old Dreiden charm, landing Maximillian in prison for life.

As fate would have it, this was not the end of Maximillian's journey. His prison transport caravan was ambushed by bandits while moving Maximillian into a new, secure prison for supernaturals and magic users. Maximillian escaped with his life in the confusion and sought his way to the River Kingdoms to start a new life on the frontier.

Maximillian is young and unruly; he wishes to explore the origins and the extent of his strange magic, and he would prefer to have fun while doing it. He has built up a chip on his shoulder against authorities in general and particularly religious ones, largely over his imprisonment and mistreatment while in prison. The opportunity to escape the iron grip of senseless, overbearing laws and priests was like a siren call to him. That, and the fact that as a wanted criminal, there were few other options available...

To give a little insight into Max, his prison interrogation record is attached here:
Max's Criminal Record

Sarassian

Grand Lodge

Hmm since, there's like 2 controller already, no use of me being a controller to, so I'm probably going to changing my character to a druid, working on up the back story and statblock now.

Grand Lodge

Here's my new character's Fiona a Female Human Druid, specialise in Summoning.

Role: summon creature to both attack and tank for us.

Fiona's Statblock:

FIONA CR 1/2
Female Human Druid 1
NN Medium Humanoid (Human)
Hero Points 1
Init +4; Senses Perception +10
--------------------
DEFENSE
--------------------
AC 17, touch 11, flat-footed 16 (+4 armor, +2 shield, +1 Dex)
hp 11 (1d8+2)
Fort +4, Ref +2, Will +7
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Heavy Shield Bash -6 (1d4-2/20/x2) and
Quarterstaff -2 (1d6-2/20/x2) and
Unarmed Strike -2 (1d3-2/20/x2)
Ranged Sling +2 (1d4-2/20/x2)
Special Attacks Storm Burst (8/day)
Spell-Like Abilities Storm Burst (8/day)
Druid Spells Known (CL 1, -2 melee touch, 2 ranged touch):
1 (3/day) Summon Nature's Ally I, Cure Light Wounds (x2) (DC 17), Obscuring Mist
0 (at will) Light, Detect Magic, Create Water
--------------------
STATISTICS
--------------------
Str 7, Dex 14, Con 14, Int 12, Wis 20, Cha 10
Base Atk +0; CMB -2; CMD 9
Feats Augment Summoning, Druid Weapon Proficiencies, Spell Focus: Conjuration
Traits Pioneer: Perception, Reactionary
Skills Acrobatics -4, Climb -8, Escape Artist -4, Fly -4, Handle Animal +4, Heal +9, Knowledge (Local) +2, Knowledge (Nature) +7, Perception +10, Ride +0, Stealth -4, Survival +7, Swim -8
Languages Common, Druidic, Sylvan
SQ Druid Domain: Weather, Hero Points (1), Nature Sense (Ex), Spontaneous Casting, Wild Empathy +1 (Ex)
Combat Gear Hide Shirt, Quarterstaff, Shield, Heavy Wooden, Sling; Other Gear Backpack (8 @ 15 lbs), Bedroll, Blanket, Pouch, belt (1 @ 2.74 lbs), Rations, trail (per day) (5), Sack (empty), Waterskin
--------------------
SPECIAL ABILITIES
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Druid Domain: Weather Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Spell Focus: Conjuration Spells from one school of magic have +1 to their save DC.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Storm Burst (1d6+0) (8/day) (Sp) 30' Ranged touch attack deals 1d6+0 nonlethal damage and inflicts a -2 to hit penalty for 1r.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.


Okay, so I would like to run this Saturday the fifth. The game will start at 2pm. If you haven't contacted me find me on Skype tomorrow before 2pm central time.


Okay, We Officially have four players so the game will start next saturday at 2pm central time.


Okay, first session went well. If you need to work on your characters catch me on skype after my work and I'll bring up the server for you to edit you characters.


If anyone else is interested in joining this campaign, we have room for 1 or 2 more players.

The party right now is:
Fiona, human druid
Jadrick, gnome summoner
Light, human monk
Max, human sorcerer

We are level 4 and in-game are probably about to strike at the Stag Lord. We would be interested in melee or rogue fight characters as we're short on both, preferably melee. We could also use a cleric, martial build would be nice.

Please post your interest here. The campaign details are elsewhere in the thread.

Max


is this a play by post or do you guys have sessions? I am interested in both depending on the time of sessions.


I'm interested. Been playing around with rogue/combat ideas. I'll read through more of this thread and work on details.

I'm EST and available most evenings and a lot of weekends.


Repeating from initial post:

Game time: Saturdays, 2 PM, Central time (4+ hours per session)

Tools: Skype (for voice), Maptools (for map) and Hamachi (for network)

Character creation details are in Karlgamer's first post in this thread (he's the DM). Basically, a 25 point build, core books only. At this point they should be 3rd or 4th level with average wealth by level from the book.

If you want to discuss your potential characters, we can talk over Skype - my Skype handle is Zerlimir.

Sarassian

P.S. To clarify, this is *not* Play by Post. This is online playing through tools mentioned above.


I'd still be willing to except new players if anyone is interested. Find me on Skype: Karlgamer

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