Kingmaker

Game Master Tuyena

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Hello everyone, I'm looking to recruit five players for my ongoing Kingmaker campaign.

The party is currently 4th level, and nearing the end of the first book.

Before getting into character creation guidelines I want to be very specific in what I'm looking for in my players, and what you can expect of me.

When this campaign began it was a hyper active one by design, I believe it reached something like 1500 posts in its first 30 days. I'm not going to hold new players to the same standard, but the game still intends to be an accelerated one, so please be able to on average contribute more than a single post or two per day.

To that end I would prefer if applicants be able to do the majority of posting on an eastern US time schedule, as I am primarily active from 3pm to 12am EST.

In addition, when combat begins I expect players to be able to respond within a few hours. If after that time period has elapsed, I will take your characters action for you, to the best of their personality. This can be required to keep combats from becoming week long affairs, and I ask that you be OK with this happening to your character from time to time if it comes down to it.

I tend to retool and recreate just about every encounter I run. This is never going to be good for you. I expect a baseline of system mastery from my players, that if you cannot reach will make your character feel marginalized.

If I roll initiative it's because I think the fight can hurt you.

To this end, I have a very cold attitude towards player death. I'm not interested in telling a story of intrepid adventurers who band together to conquer the wilds. I'm telling the story of the River Kingdom at this point in time. Your characters could be the central point of this whole saga, or they could be a bloodstain on the way to someone else's greatness.

I prefer a high amount of activity even when I myself am inactive, in the sense that if I leave the party at a city at night before I go to bed. And I check back in 12 hours and nothing is going on, I will just move the story along. If the party is being active and I want to move the story forwards I will usually set a schedule so you have time to get in any relevant posts done before so, but am always willing to allow you to continue on with the prior day or what have you via spoilers.

Back to the point of not rolling initiative, I won't run throw away encounters, if the party rolls up one on the encounter table, I simply mark down the exp that you would have made and put it into a pool. Whenever there is enough there, I may run my own encounter to make up this pool of exp, or simply award it to you in a lump sum to push you over the hump to the next level.

For those of you still interested, this is the list of major accomplishments the party has achieved thus far:

The Deeds of the Party:

->Defeated the Bandits at Oleg's.

->Discovered a strange temple rooted in evil.

->Reached an unsteady alliance with the Kobolds, and Chief Sootscale looks to further his influence.

->Have yet to investigate the temple to the southwest of Oleg's.

->Cleared the Old Sycamore of Mites, but their demonic centipede escaped.

->Assaulted Kressle's camp, though she escaped.

->Obtained the password to the Stag Lord's camp.

The current party consists of a Aasimar Sorcerer, a Half-Orc Slayer of Gorum, and a Half-Orc Inquisitor of Abadar.

Character creation rules are as follows:

20 Point Buy.

2,000 gold.

2 Traits, one must be campaign, drawback for third.

All Pathfinder Paizo sources are allowed, excluding ongoing playtests.

I prefer core and common races, I will take others, but if I like two submissions equally, I'll take the one with the less exotic race.

3rd Party Material was not available to my original players and so I will not be making it available here in the interest of fairness, please do not ask.

Feel free to ask any questions and I look forwards to your submissions.


Wow, a chance to finally play Kingmaker! Will have a human aldori swordlord fighter up this evening!


Tristan's intro:
The smoky tavern was filled with noise, most of it coming from the large table in the back corner of the room. A large group of young toughs were gathered there drinking and engaged in boisterous conversation. Their dress marked them as young nobles, while their swords marked them as probable students of one of the dueling academies that Restov was famed for.
"But Tristan, where could you possibly go from here? Surely you can make amends at home, afterall your father is stinking rich!"

"I've burned that bridge as thoroughly as could be." Responded the one that had been questioned. He was slightly older than the rest of the group and appeared to be its nominal leader.
"First, I'm the fourth son so I wouldn't be looking forward to much involvement in the family business even if I had the interest. Second, after I escaped that accursed monastery my father stuck me in...."

"Wait! What monastery? You were a monk?!?" interrupted one of the youngest at the table.

Tristan sighed. "Yes, for about a year. My father thought it would be a good idea to have kin in the monastery of Irori in the Icerime Peaks that overlooks one of the only trade routes through there. It didn't matter to him that I was completely unsuited for that lifestyle. Of course, back then was when I still believed all that "honor of the family" stuff. It was the most hellish year ever. Can you believe they expect you to drink water with dinner?"

The table burst out in laughter at that and Trsitan punctuated the ridiculousness of the idea by taking a long draught from his tankard.

"Well, needless to say, I stole out of that place as soon as I could. Although, I have to admit that some of the stuff I learned has been very useful here at the academy."

At that comment, there were several nods around the table. They all had seen Trsitan use techniques that were unique and even the instructors had commented on.

"Father was none too pleased when I returned and then when I sort of borrowed some family funds to come here, I believe that was too much for him. So, now I'm looking into some things I've heard and will strike out on my own. Besides I was getting sick of my family's insipid fawning over the Surtovas."

Several of the Rostlanders smiled at that. One of them responded.

"I hear rumor that the Restov council is going to offer charters to explore the Stolen Lands, perhaps you would be interested."

"Yes,"replied Stefan."I had heard the same. With such charters come lands and titles. With those I could completely sever my ties from here and begin a new House. Who knows, years from now you all could be visiting Lord Tristan."

Tristan beamed at the table. And was rewarded with good natured chuckling from the rest.

They think I'm joking, but I will found a new noble house and be remembered in the histories.


Tristan:

Tristan Surovati
Male Human (Taldan) Fighter (Weapon Master) 3/Monk (Master of Many Styles) 1
CG Medium humanoid (human)
Init +4; Senses: Perception +7
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 15 (+5 armor, +4 Dex, +1 dodge)
hp 31 (3d10+1d8+4)
Fort +6, Ref +7, Will +3; +1 bonus vs. effects targetting a Sword, Aldori dueling held by you
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +7 (1d4+2/19-20) and
. . masterwork sword, aldori dueling +11 (1d8+4/19-20) and
. . unarmed strike +7 (1d6+2)
Special Attacks stunning fist (1/day, DC 12), weapon training
--------------------
Statistics
--------------------
Str 14, Dex 19, Con 12, Int 14, Wis 10 Cha 8
Base Atk +3; CMB +5; CMD 20 (21 vs. disarm, 23 vs. grapple, 21 vs. sunder, 23 vs. trip)
Feats: Crane Style, Dodge, Exotic Weapon Proficiency (sword, aldori dueling), Improved Unarmed Strike, Power Attack, Stunning Fist, Weapon Finesse, Weapon Focus (sword, aldori dueling)
Traits: bruising intellect, dominator, sword scion
Skills: Acrobatics +10, Climb +5, Intimidate +9 (+11 to demoralize), Knowledge (nobility) +5, Perception +7, Sense Motive +7, Swim +6
Languages: Common, Sylvan, Aklo
SQ: fuse style, stunning fist (stun), unarmed strike, vain, weapon guard
Other Gear: +1 chain shirt, dagger (x2), masterwork dueling sword, adventurer's sash, backpack, masterwork, rope, silk 100', signet ring, sunrod(x3), wrist sheath, spring loaded (x2), 319 GP
--------------------
Special Abilities
--------------------
Crane Style Penalty when fighting defensively reduced to -2 and dodge bonus increases by 1.
Dominator You receive a +2 trait bonus on all attempts to demoralize an opponent in combat using your Intimidate skill.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Stunning Fist (1/day) (DC 12) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Sword Scion +1 to hit and CMB with longswords and Aldori Dueling Swords.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Vain -2 to Cha checks for 24h after failing an opposed Cha check
Weapon Guard +1: Sword, Aldori dueling (Ex) +1 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.
Weapon Training +1: Sword, Aldori dueling (Ex) +1 to hit and damage with your chosen weapon.


I really like what we can come to expect from you. Fast, deadly, difficult, and with experienced players.

I do have a question about the number of players though. You say "I'm looking to recruit five players". Does that mean you intend to raise the party size by five players up to eight, or do you want to recruit two players to raise the party size up to five? I tend to believe it's the latter because a party size of eight sounds a little out there, but I'm just being thorough.

It looks like the sorcerer is blasty, the slayer is melee-focused and a survivalist, and the inquisitor is focused on buffing and melee (plus partly social with that nice intimidate score). What roles are you hoping to have filled? I imagine a healer is one of the roles you are in need of, since inquisitors have limited healing and the only other source of healing is heavenly fire which is a band-aid at best. Perhaps you need a face since the charisma of the party is pretty awful (since the sorcerer went empyreal)? Perhaps a skillmonkey? Let me know what you're needing, this game looks really good and I want to put together a quality character for it.


I'm actually looking for five additional players. I could settle for only 3 if that's all the submissions I find that I like.

Kingmaker is a game where you can really afford to have a large party.

As for need, since I'm looking for five players I'm not too concerned with it at the moment. Once I find two or three players that I like, then I might start focusing in on party need.

Also in the interlude between book 1 and 2, the inquisitor plans to refocus himself towards becoming a ranged combatant.

-Posted with Wayfinder


Would you have any qualms with a player that has read through the entirety of the adventure path? I'm running it myself, but I'd also love to play through it, and depending on the party role needed I have a few ideas.

Have any of them made any choices as to their roles in the Kingdom yet? That would also change my build choices slightly, to meet what they might need. Currently, I'm thinking a Paladin/Swashbuckler who would be best suited for the Ruler/General role, depending on which (if either) is filled already.


Ah, I suppose my only knowledge of Kingmaker is the first few sessions of it since that game I was in died so quickly. In that case I'm going to worry less about filling a particular party role and more about creating a good character who can do a lot in this campaign. I'm going to hit the drawing board and start brainstorming some ideas. Thank you for getting back to me so quickly.


The Slayer thus far envisions himself as the General, and given his current contributions seems to be destined for that role.

The other two have yet to make their intentions known to me, though I'll ask.

As for knowing the Kingmaker AP, as with any old and popular ones, I assume most people have run it atleast in part. So having played it before will not be held against you, in addition to me home brewing a lot of things, the game will probably be different from how you remember anyways.

-Posted with Wayfinder


Alright, excellent. I'll get working on my character build then!


DM Tuyena, let me know if there is anything amiss with my submission. I think I hit everything though.


To further reinforce our illustrious DM's statement, I do intend to basically rebuild Khargol into a bow-quisitor after the first book is over, using the downtime between them to explain the significant build changes that will take place. The party is sorely lacking in the Ranged department and it is my intention to fill that gap at the earliest time I can.


How are we doing HP?


What deities can we use? I thought about having a cleric of Wadjet traveling hoping to spread the ways of an Ancient Osirian deity to a foreign land. If I do get picked she would try to become the head priestess of the kingdom.


Regarding kingdom roles, Khargol is intended for Treasurer. C'mon, he's an Abadarian, what'd you expect?


CampinCarl9127 wrote:
How are we doing HP?

Damn I knew I forgot atleast something.

Max at first, half +1 after.

-Posted with Wayfinder


I never played Kingmaker! It sounds fun. Let me see if I can find the player's guide to read. :)


Also what level is everyone else at? First level?


Khargol Uzgurn wrote:
To further reinforce our illustrious DM's statement, I do intend to basically rebuild Khargol into a bow-quisitor after the first book is over, using the downtime between them to explain the significant build changes that will take place. The party is sorely lacking in the Ranged department and it is my intention to fill that gap at the earliest time I can.

Looking at who's left, it looks like you are short in both martial and divine, especially if you are converting to ranged based.


I'm building a Half-elf Druid (Treesinger). I might be able to help in the Martial/Divine side, Tristan :)


1 person marked this as a favorite.
SCKnightHero1 wrote:
What deities can we use? I thought about having a cleric of Wadjet traveling hoping to spread the ways of an Ancient Osirian deity to a foreign land. If I do get picked she would try to become the head priestess of the kingdom.

Whatever deity you wish you can worship.

-Posted with Wayfinder


2 people marked this as a favorite.
SCKnightHero1 wrote:
Also what level is everyone else at? First level?

This question concerns me.

-Posted with Wayfinder


DM Tuyena wrote:
SCKnightHero1 wrote:
Also what level is everyone else at? First level?

This question concerns me.

-Posted with Wayfinder

Sorry busy morning so my brain's fried. XP

Are we allowed to use variant abilities for aasimars and tielfing's?


Hi Tuyena!

I present here Andulian, Half-elf Druid (Treesinger) and his companion, Zadoo. :)

Please feel free to let me know if you want me to change anything or fix anything - it'd be my pleasure to do so. Kingmaker sounds really fun (never did the mod before, but I liked what I read on the player's guide!).

Cheers

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

After reading the guides and finding the arcane, martial, and divine areas pretty much sown up, I'm thinking of a Half-Elven rogue, exiled as an embarrassment by her Taldan father. I actually plan to bump up her intelligence a bit to make her particularly skilled.


SCKnightHero1 wrote:
Are we allowed to use variant abilities for aasimars and tielfing's?

Absolutely.

For everyone who is waiting for word back on their character sheets, I'm currently at work but will provide feedback as soon as possible.

For those of you who are asking for feedback, a sentence or two on your vision for the character, and their development would give me a better idea on how to critique them.

-Posted with Wayfinder


I've gotten an idea together. I'm going to play a human bloodrager who was born into nobility but lost in the wilderness as a child. He's going to have a bone to pick with the nobility that shuns him and wants to establish a more equal sort of nation. I'm still working the fluff up, but I have the crunch done if you (or anybody else) is interested in looking at it. I always appreciate feedback! Maekrix

Liberty's Edge

Let me propose something... maybe a half orc mounted barbarian...


1. Is the plan to use the original leadership roles or those included in Ultimate Campaign? IIRC, they are somewhat different...

2. As characters' equipment value increases, will gunslingers have the opportunity to upgrade to revolvers and such?

3. I will be switching to working back 12s (1800 to 0600) for a period of time most likely starting this Thursday and lasting two to three weeks. Is that a problem?


Corsario wrote:
Let me propose something... maybe a half orc mounted barbarian...

Ha! I was planning to make a half-orc also. We could have an entire half-orc nation!


1. I don't recall if UC actually changes the roles top of my head, but yes we will be using those rules for the kingdom building parts of the campaign, so I'll look into it tonight.

2. If you mean upgrade firearms in the sense of having actual revolvers and the like, then no.

3. I wouldn't say it's ideal so early on into the campaign for your character, but we could make it work so long as it's temporary.

-Posted with Wayfinder


Corsario wrote:
Let me propose something... maybe a half orc mounted barbarian...

I'm fine with it. My campaign does feature a bit more dungeon delving than the standard AP though, so fair warning.

-Posted with Wayfinder


Basically, I'm thinking of rehashing an older character idea of mine.
Darius Flood is a half-orc gunslinger (pistolero) who plans to eventually build a weapons manufacturing company. :D

Darius Flood:

half-orc gunslinger (pistolero) 2

14 S: 14- 5 points
16 D: 14- 5 points +2 racial
14 C: 14- 5 points
10 I: 10- 0 points
14 W: 14- 5 points
10 Ch: 10- 0 points

Fort +3 base +2 con
Ref +3 base +3 dex
Will +0 base +2 wis

racial
drop intimidating, pick up shaman's apprentice
drop ferocity, pick up toothy

skills
1. craft alchemy 2 ranks
2. knowledge engineering 2 ranks
3. sense motive 1 rank
4. perception 1 rank
5. disable device 1 rank
6. survive 1 rank
7. craft firearms 2

feats
gunslinger 1- gunsmithing
shaman's apprentice- endurance
1st level- exotic weapon proficiency (Aldori) dueling sword

traits
1. combat- Reactionary
2. campaign- Sword Scion

equipment to come...


.


Working on a Shoanti (Skull Clan) Brawler Shield Champion. Those hours are certainly during my more active hours so I can easily post often during such times. I've tried kingmaker several times but every group seems to fall apart around this time frame. So jumping in around this time is good.

Should have something soon all made up.


Stat Block:

Tah'kar the Blood Thirster
Male Brawler Shield Champion 4
N Medium humanoid (Shoanti Human)
Init +1
--------------------
Defense
--------------------
AC 19, touch 11, flat-footed 18 (+5 Armor, +1 Dex, +3 Shield)
hp 36 (4[d10+1])
Fort +5, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee Heavy Steel Shield +9 +7/+7 1d6+4
Melee Fist +8 +6/+6 1d8+4
Ranged Heavy Steel Shield +6 +4/+4 1d6+4
--------------------
Statistics
--------------------
Str 18, Dex 13, Con 12, Int 14, Wis 10, Cha 13
Base Atk +4; CMB +8; CMD 19/18Fl
Feats Weapon Focus Heavy Shield, Shield Focus, Saving Shield, Improved Shield Bash
Traits Brigand, Poverty-Stricken, World Traveler Diplomacy
Drawbacks Cruelty
Skills Acrobatics +3, Craft Tattoos +8, Climb +6, Intimidate +8, Knowledge Dungeon +6, Knowledge Local +6, Perception +7, Ride +3, Sense Motive +7, Survival +8, Swim +6
Languages Aklo, Common, Orc, Shoanti
Combat Gear +1 Chain Shirt, X2 Mwk Heavy Shield W/Spikes
Other Gear Mwk Artisans' Tools (Craft Tattoo), Mwk Backpack, Bedroll, Compass, Explorer's outfit, Flint and steel, Mapmaker's kit, Trail Rations x5, Waterskin x2, Silk rope, Grappling hook, Signal Horn
--------------------
Special Abilities
--------------------
Brawler's Flurry +2/+2
Brigand
Compass
Cruelty
Improved Shield Bash
Improved Unarmed Strike
Knockout 1/day
Mapmaker's Kit
Martial Flexibility 5/day
Saving Shield
Shield Focus
Throw Shield
Unarmed Strike 1d8

Backstory:

Tah'rak was born a member of the Skull clan. He was trained from an early age to respect the dead and how to kill the living who defy the dead. He was a bit odd in his choice of weapon as he preferred to make his defense his offense. He charged into battle carrying a shield on his left arm and another on his back, bashing the spikes against the faces of his foes.

He earned his tattoos and his honorific protecting one of the burial grounds of his people from grave-robbers. He didn't stop striking their bloodied corpses until the blood stopped coming from the new wounds he inflicted upon them. However this rage and his fighting style eventually got him exiled after having mistaken one of his own clan in the midst of battle as one of his enemies. He swore to never again strike down a member of his clan (party).

Since the unfortunate accident, he has roamed the world seeking a place for himself after the unjust murder he committed. He threw in with a band of brigands thinking that they were similar to his old tribe but the greed that they showed overruled everything and he eventually left. He now wanders the forests of the River Kingdoms looking for a new chieftain to pledge his shield to.


Description:

He is a tall tanned man of about 6ft 3in, his body covered in long forgotten scars and muscles. Adorned with two shields, one tied to his left arm, the other across his back. He wears light clothing with a strong chain shirt underneath. His face covered in the tattoos of his tribe make him a fierce-some looking man. His right arm is adorned in tattoos of a brigand tribe that he once belonged to and his left is currently clear of any tattoos.

Personality:

He is a rather irksome kind of a person, always haughty and a bit aggressive in nature. He tries his best to change that about himself, trying not to snap at others when they upset him. He is always eager to push forward and get in between the enemies and his comrades and during his downtime he is more then eager to drink his fair share of the ale and of the women.

More then likely, he is best suited for the Axeman. I can't remember exactly what it's called but there is an Enforcer/Head Chopper in the roles for the kingdom and if I were to place him anywhere it'd likely be there.


Dotting for interest.

As a question, how does the party work with a LG sorcerer, a LN Inquisitor, and then a CN Slayer? Seems like a pretty big spread for a party, especially if they are planning on starting a nation.

Thinking about an Alchemist, probably looking at either the Spymaster or Magister.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

Here is Jazia...

Spoiler:

Jazia
Female half-elf rogue 4
N Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 24 (4d8+1)
Fort +1, Ref +7, Will +2; +2 vs. enchantments
Defensive Abilities evasion, trap sense +1, uncanny dodge; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk rapier +7 (1d6+1/18-20) or
. . sap +6 (1d6+1 nonlethal)
Ranged mwk hand crossbow +7 (1d4/19-20)
Special Attacks sneak attack +2d6
Rogue Spell-Like Abilities (CL 0th; concentration +0)
. . 4/day—minor magic
. . 3/day—major magic
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 10, Int 16, Wis 10, Cha 14
Base Atk +3; CMB +4; CMD 17
Feats Bookish Rogue[ACG], Skill Focus (Diplomacy), Weapon Finesse
Traits bastard, friends in high places
Skills Acrobatics +9, Appraise +7, Bluff +9, Climb +6, Diplomacy +12 (+13 in areas you've used Diplomacy to gather information, +2 vs. government officials), Disable Device +12, Disguise +6, Escape Artist +7, Intimidate +6 (+7 in areas you've used Diplomacy to gather information, +2 vs. government officials), Knowledge (dungeoneering) +7, Knowledge (local) +10, Perception +9, Sense Motive +7, Sleight of Hand +9, Stealth +10, Swim +5, Use Magic Device +8; Racial Modifiers +2 Perception, bastard
Languages Common, Elven, Tien, Varisian, Vudrani
SQ elf blood, rogue talents (major magic, minor magic), trapfinding +2
Combat Gear caltrops; Other Gear +1 studded leather, crossbow bolts (10), mwk hand crossbow, mwk rapier, sap, bedroll, belt pouch, chalk (10), flint and steel, masterwork backpack, mirror, thieves' tools, trail rations (5), travelling spellbook, waterskin, 46 gp, 11 sp, 1 cp
--------------------
Tracked Resources
--------------------
Crossbow bolts - 0/10
Major Magic (Vanish, 3/day) (Sp) - 0/3
Minor Magic (Ray of Frost, 4/day) (Sp) - 0/4
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Bastard -1 CHA skills vs. Brevic Nobility, +1 Will save.
Bookish Rogue By studying a spellbook for 10 min, you can change your minor magic spell.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Friends in High Places +1 Diplomacy and Intimidate in areas you have used Diplomacy to gather information.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Major Magic (Vanish, 3/day) (Sp) Gain the chosen 1st-level spell as a spell-like ability.
Minor Magic (Ray of Frost, 4/day) (Sp) Gain the chosen cantrip as a spell-like ability.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
--------------------
Jazia was the unplanned for result of a liasion between the Lady Ehlissa and and one of the members of a Kyonin embassage to Oppara, whose name she witholds from Jazia to this day. Her birth hidden by her mother's "extended " vacation on the summer estate, she was given over to a staff member to raise in virtual exile.

And so she was quietly brought up by Nally and her husband. Eventually her differences between her and her human adoptive parents could not be put off, and she ran away to confront her human mother.

The reunion did not go well. Ehlissa whose family had risen far in Taldan society would not have the scandal of a half-breed bastard. She was told that in no uncertain terms would she never be acknowledged. She gave her daughter a small purse of money and bid her never to return.

And as of this date, she never has.

In her travels she's gained wealth quickly and lost it even faster. But one thing she's hung on to is a spellbook she recently stole from one of her lovers an apprentice mage in Riddleport. It's given her a dilletante's fascination with magic, with all the wonder and danger within.


I am one of the players still in the game, assimar sorcerer. i dont plan on going full blaster caster unless we dont pick another one up here so feel free to take that roll if you'd like.

As far as kingdom place both myself and the character havnt thought about it too much, ill see how that goes organically and take it from there


I have an idea in mind but I wanted to ask a few questions of the DM and the players first to get an idea to see if it would be viable.

I have always loved Kobolds and I've always wanted to actually play one in a game. In the rundown it mentions that your group has made an alliance/truce with the Sootscales.

Is this a tentative truce or is it fairly amiable? You mentioned changing things up so I was curious how doable a Kobold Wizard would be? I was thinking something along the lines of having been shunned to an extent but not to the point that he was exiled by the clan and perhaps this group of possible allies would be a good opportunity to have the young Kobold show his loyalty to the clan and keep tabs on them!

(Of course it wouldn't be meant to backstab or anything like that, just a reason for a Kobold who doesn't want to follow the norms of the clan to make sense in a setting without having been shoehorned!)

So what does the party think of Kobolds? Would a quirky little wizard be a welcome addition or would it be too much trouble?


I have 3 characters designed for Kingmaker games that never got past the first encounter at Oleg's. Of these, Kern is likely the simplest to slot in to an existing group. Kern's full details (as of Level 1) are in the profile, but his 'soft' info is below:

Background:
Roma Therensgard was Captain of Horse for House Surtova until approximately 25 years ago, when she suddenly resigned and left Brevoy to travel to a small family holding in Lastwall, where she gave birth to a son (Campaign Trait: Bastard).

Kern’s earliest memories are of investigating the nooks and crannies of his maternal grandfather’s tower, fascinated by the journals left be the old man before he died (Trait: Magical Lineage). Soon, however, he was packed off to a boarding school in Absolom, his formal education paid for with a generous stipend from House Surtova. As he entered apprenticeship age, he was accepted into Absolom’s College of Mysteries, showing unusual talent and drive, but upon graduation he spurned several lucrative offers to settle down and become a 'working' wizard.

Instead, he immediately returned to Lastwall and joined the Lastwall Riders, a border patrol that serves as a first defense and warning from orcish invaders (Trait: Lastwall Cavalry Rider). Anyone who worked with him could tell he had something to prove….and he did. Kern had a plan, perhaps even an obsession. He was going to prove himself worthy enough to be legitimized and welcomed into House Surtova.

After 3 years with the riders, Kern had performed well, and even attained some rank. A wizard and a blooded warrior, he travelled to Brevoy, feeling that his excellent academic record and military service would earn him the place he sought…he was bitterly disappointed. His father refused to legitimize him, or for that matter even acknowledge him, and the stipend that had been granted his mother ended on the spot.

When the opportunity to join a chartered exploration group was presented, he leapt at it, seeing it as an opportunity to metaphorically put a stick in the Surtova family's eye by proving that he can make a name for himself without them. (He also feels responsible for his mother's loss of income at this stage, and feels that success here will give him the opportunity to replace that income).

Personality:
Kern believes in Order the way many people believe in Good or Evil. His own personality is very regimented, but he also knows that he may need to subordinate his own views in order to promote the harmony and effectiveness of a group.
Internally, Kern is constantly thinking, he is mostly unable to just 'relax and unwind', as he is always running some kind of calculation or analysis in his head.
While he has a reasonably strong personality, he is not a 'people-person' per se, and so any overt friendliness likely has some secondary reason behind it.

Considering a Level 4 start, I'd most likely take a single level of fighter to represent his history better, ending up Ftr 1/Wiz3.

If acceptable, I'd like to post the other two possible characters, but if one application is the limit, this is the one I'd go with.


I'm going to make up an unchained rogue ad see how that looks so only 2000 gold? That seems low oh well.

EDIT: Also is HP rolled or average?

Liberty's Edge

This is my proposal, I hope you like her:
Hilde Tuva, Human Female Mounted Barbarian
Appearance
PCGen Character Sheet
The young woman enters the tavern, and looks around defiantly.
She is tall, athletic but not overtly so, with icy blue eyes and a strange tribal tattoo or birthmark on her forehead.
Her long braided blond hair betrays her as an Ulfen. And the holy symbol in her armor reveals her as a Shieldmaiden of Gorum. A girl trained for war since childhood. A believer in steel and blood, in power and endurance.
Her voice, incredibly sweet for a trained warrior, as for a meal and some ale, while she sits next to the wall.
Those ice blue eyes fix on you, and she smiles fiercely, like a lioness would do when finding a gazelle in the savanna.
She has been trained since the early childhood as one of Gorum's chosen, a bride for the god of steel, looking for conflict and danger to face for the glory of him, and to show the evil of the world humans are worthy opponents, ready to face them, and beat them, whenever they are found.
The Stolen Lands seem like a good test for her, a land to be conquered and ruled with the sword and the bravery of those who are willing to risk everything for the glory.
Because life is swift, but glory is forever.
Basically she is a Human Barbarian with the Invulnerable Rager archetype, with the Mounted combat feat. She is a damage dealer, pure and simple, with her lance on horseback, with her composite bow at range or by power attacking with her greatsword. She also has the Superstition rage power. She is "under-equipped" but that will be easily fixed if selected. Also I would need to add the Campaign Trait (I guess it would be "Pioneer" with the Ride option) and a Drawback (I guess Power Hungry, Provincial, or Superstitious).
Please let me know about any comments or questions.


DeviantDesign wrote:

I have an idea in mind but I wanted to ask a few questions of the DM and the players first to get an idea to see if it would be viable.

I have always loved Kobolds and I've always wanted to actually play one in a game. In the rundown it mentions that your group has made an alliance/truce with the Sootscales.

Is this a tentative truce or is it fairly amiable? You mentioned changing things up so I was curious how doable a Kobold Wizard would be? I was thinking something along the lines of having been shunned to an extent but not to the point that he was exiled by the clan and perhaps this group of possible allies would be a good opportunity to have the young Kobold show his loyalty to the clan and keep tabs on them!

(Of course it wouldn't be meant to backstab or anything like that, just a reason for a Kobold who doesn't want to follow the norms of the clan to make sense in a setting without having been shoehorned!)

So what does the party think of Kobolds? Would a quirky little wizard be a welcome addition or would it be too much trouble?

The party is pretty ok with Kobolds.

The problem you'd have is Chief Sootscale doesn't like spellcasters after being betrayed by one. If you were found in another tribe by the Sootscales, the best you could hope for would be exile.

The Sootscales are also a very particular brand of psychopaths.

If you do want to give your hand at it, decide what kind of angle you want to approach it from and I'll try to give you some advice.


Vahanian 89 wrote:

I'm going to make up an unchained rogue ad see how that looks so only 2000 gold? That seems low oh well.

EDIT: Also is HP rolled or average?

PFS standard.


DM Tuyena wrote:
DeviantDesign wrote:

I have an idea in mind but I wanted to ask a few questions of the DM and the players first to get an idea to see if it would be viable.

I have always loved Kobolds and I've always wanted to actually play one in a game. In the rundown it mentions that your group has made an alliance/truce with the Sootscales.

Is this a tentative truce or is it fairly amiable? You mentioned changing things up so I was curious how doable a Kobold Wizard would be? I was thinking something along the lines of having been shunned to an extent but not to the point that he was exiled by the clan and perhaps this group of possible allies would be a good opportunity to have the young Kobold show his loyalty to the clan and keep tabs on them!

(Of course it wouldn't be meant to backstab or anything like that, just a reason for a Kobold who doesn't want to follow the norms of the clan to make sense in a setting without having been shoehorned!)

So what does the party think of Kobolds? Would a quirky little wizard be a welcome addition or would it be too much trouble?

The party is pretty ok with Kobolds.

The problem you'd have is Chief Sootscale doesn't like spellcasters after being betrayed by one. If you were found in another tribe by the Sootscales, the best you could hope for would be exile.

The Sootscales are also a very particular brand of psychopaths.

If you do want to give your hand at it, decide what kind of angle you want to approach it from and I'll try to give you some advice.

Sounds good, I'll think of what my angle would be and do a write up sometime tomorrow if I can think of something good to work with!


But this is non PFS right?

Any who this is Vahanians entry

Gaven Lostlan

Crunch:
CN Medium humanoid (human)
Init +5; Senses Perception +8
—————
Defense
—————
AC 19, touch 15, flat-footed 14 (+4 armor, +5 Dex)
hp 31 (4 HD; 3d8+1d10+7)
Fort +4, Ref +8, Will +2
Defensive Abilities danger sense +1, evasion
—————
Offense
—————
Speed 30 ft.
Melee mwk whip +10 (1d3+5) or
spiked gauntlet +8 (1d4+1)
Ranged light crossbow +8 (1d8/19-20)
Special Attacks sneak attack (unchained) +2d6
—————
Statistics
—————
Str 13, Dex 20, Con 12, Int 12, Wis 12, Cha 8
Base Atk +3; CMB +8; CMD 19
Feats Agile Maneuvers, Combat Reflexes, Exotic Weapon Proficiency (whip), Weapon Finesse, Weapon
Focus (whip), Whip Mastery UC
Traits armor expert, brigand
Skills Acrobatics +9, Appraise +5, Climb +5, Diplomacy +3, Disable Device +13, Escape Artist +10,
Knowledge (arcana) +5, Knowledge (dungeoneering) +6, Knowledge (geography) +5, Knowledge (local) +6,
Knowledge (nature) +6, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +6,
Perception +8, Sense Motive +5, Sleight of Hand +10, Stealth +12, Survival +6, Swim +5; Racial
Modifiers brigand
Languages Common, Dwarven, Varisian
SQ rogue talent (weapon training), trapfinding +1
Other Gear darkleaf cloth lamellar (leather) armor, crossbow bolts (20), light crossbow, mwk whip, spiked
gauntlet, backpack, bedroll, belt pouch, chalk (10), flint and steel, mess kit, mirror, piton (10), soap,
sunrod (2), thieves' tools, trail rations (5), waterskin, 946 gp, 9 sp
—————
Special Abilities
—————
Agile Maneuvers Use DEX instead of STR for CMB
Armor Expert -1 Armor check penalty.
Brigand +1 Bluff, Diplomacy, Intimidate, and Sense Motive when dealing with brigands, theives, bandits,
etc.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Whip Mastery Using a whip does not provoke attacks of opportunity

I'm still working on his fluff but this is what i have so far.

Fluff:

Gaven isnt from the river kingdoms but he doesnt stand out except for the scar across his face and missing finger on his left hand. Born in Riddleport Gavens childhood is much as one would expect. He stole food to survived and fought other kids, sometimes winning sometimes not. The scar across his face happened at 14 when he got into a fight with a larger boy who drew a dagger on him. Slicing his face and knocking him unconscious. When Gaven woke he stumbled off to a place to hide. Days latter the scar on his face started to sour and burning with fever Gaven tried to find somethign to steal and sell for medicine. When he happened on a man with expensive looking books Gaven tried to steal one but the man caught him. Instead of turning him over he took him to a cleric that healed his wound but it still left a nasty scar. After that the man, Vili Vitteri, took Gaven in and taught him many things, even giving him he last name Lostlan which he said was once a great name but Gaven thinks it stands for Lost Lad which Vili used to always call him, under his breath.

Vili was a wanderer and a chronicler and he traveled far and wide with Gaven in tow. Years later in the River Kingdoms exploring and trying to make sense of the situation Vili became ill, Gaven carried him to the nearest town but Vili died before the cleric arrived. Since then Gaven has wandered the River Kingdoms at first trying to continue Vili's chronicles, more recently doing odd jobs for different interested parties. Gaven hopes to one day leave the River Kingdoms and return home but for now he is stuck, missing his friend that he feels like he let down.


Might I try again Tuyena? This time with a Hunter?


Go for it.

-Posted with Wayfinder


Thinking of a halfling cavalier/cleric of Shelyn belonging to the order of the paw that'll be the high priestess of the kingdom.

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